<<nobr>>
<<if $chars.nick.intro is 0>><<goto "NickIntro">> <</if>>
<<vndialogbox>>
<<vnline narrator>>What yo do you want to do?<</vnline>>
<<vnactions>>
<<if $chars.player.housing.alley is 1>>[[Sleep here|Sleep]]<</if>>
<<if $chars.nick.intro gte 2>> [[Sell drugs|IndustrialShift]]<</if>>
<<if $chars.nick.intro gte 2>>[[Buy drugs|NickAlleyShop]]
[[Talk to Nick|Nick]]<</if>>
<<if $chars.nick.intro is 1>>[[Tell Nick you changed your mind|NickIntro][$chars.nick.intro to 2]]<</if>>
<<if $chars.nick.intro gte 2 && $opportunities.druglord.level gte 5 && $opportunities.druglord.initiation is 0>><<goto "GangIntro">> <</if>>
[[Leave|Slums]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set $scene to 0>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<<if $opportunities.druglord.initiation gte 3 && $opportunities.druglord.level gte 5 && $opportunities.druglord.enforcerjobsdone gte 1 && $opportunities.druglord.vitalyysfirstmission is 1>>
<<goto DrugLord_FirstMission2>>
<</if>>
<<if $chars.farah.objectives.introduction.completed is 1 && $chars.farah.objectives.stage_one.completed is 0 && $chars.farah.relation gte 10 && $chars.farah.location is "Coast" && ($period is 4 || $period is 5)>>
<<goto "farah_stage_one">>
<</if>>
<<if $chars.marleen.objectives.introduction.completed is 0 && $chars.marleen.location is "Beach">>
<<set $scene to 0>><<goto "marleen_introduction">>
<</if>>
<<if $chars.marleen.objectives.introduction.completed is 1 && $chars.marleen.objectives.stage_one.completed is 0 && $day gt ($chars.marleen.intro_day +1) && $chars.marleen.location is "Beach">>
<<set $scene to 0>><<goto "marleen_stage_one">>
<</if>>
<</nobr>><<nobr>>
<<set _random to random(4)>>
<<set _videosrc to "ressources/scenes/beach/voyeur" + "/" + random(0, 4) + ".mp4">>
<<vndialogbox>>
<<vnline narrator key:peoplewatching>>One of the best parts of living by a beach is all the hot women that hang out there. Every day there is something new going on. And that something new, usually involves very attractive women flaunting their bodies as they play in the sand or the water. It really makes a relaxing day sitting in the sand, so much better. <<addhours 1>><</vnline>>
<<vnmediaat "peoplewatching">><video @src="_videosrc" autoplay loop playsinline controls></video><</vnmediaat>>
<<vnactions>>[[Leave|Beach]]<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<set _chadmeet to random(1,10)>>
<<if _chadmeet gte 7 && $chazmeet isnot 1>>
<<set $scene to 0>><<goto "chazmeet">>
<</if>>
<</if>>
<<vndialogbox>>
<<vnline narrator key:swimming_gif>>You swim for a while and feel your stamina and confidence improve.<</vnline>>
<<vnmediaat "swimming_gif">>
<video src="ressources/activities/swimming.mp4" autoplay loop muted playsinline></video>
<</vnmediaat>>
<<vnline narrator key:beachswimdone>>Willpower gained. <<baseGainStat "willpower" 1>> <<addhours 1>><</vnline>>
<<vnactionsat "beachswimdone">>
[[Back to the Coast|Beach][$chazmeet to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>>:: Board
<<if !$game>>
<<run setup.newGame()>>
<<goto "Board">>
<</if>>
''It’s currently $game.current’s turn.''<br><br>
<<if $lastMoveText>>
<blockquote><<=$lastMoveText>></blockquote>
<</if>>
/* ---------- STACK ZONE ---------- */
<div class="stacks">
<<for _sIdx range 0; setup.STACKS; 1>>
<div class="stackBox">
<b>Stack <<= _sIdx + 1>></b><br>
<<if $game.stacks[_sIdx].length>>
<<set _top = $game.stacks[_sIdx][$game.stacks[_sIdx].length - 1]>>
<<if _top.img>><img src="<<=_top.img>>" class="cardThumb"><br><</if>>
<<=_top.name>> (P<<=_top.power>>)
<<else>>
<i>empty</i>
<</if>>
</div>
<</for>>
</div>
<br><br>
/* ---------- PLAYER ZONE ---------- */
<<if $game.current is "player">>
<b>Deck:</b> <<=$game.player.deck.length>> cards |
<b>Hand:</b> <<=$game.player.hand.length>><br><br>
<div class="handRow">
<<for _idx, _card range $game.player.hand>>
<div class="handCard">
<<set _label = _card.name + " (" + (_card.kind === "fighter"
? "P" + _card.power
: _card.effectId) + ")">>
<<if _card.img>><img src="<<=_card.img>>" class="cardThumb"><br><</if>>
<<=_label>><br>
/* play-buttons */
<<if _card.kind === "fighter">>
<i>Play on:</i><br>
<<for _sIdx range 0; setup.STACKS; 1>>
<<button "Stack " + (_sIdx + 1)>>
<<run setup.applyMove("player",
{ type:"playFighter", handIdx:_idx, stack:_sIdx })>>
<<run setup.drawCard("player")>>
<<set $game.current = "ai">>
<<goto "Board">>
<</button>>
<</for>>
<<else>>
<<button "Cast spell">>
<<run setup.applyMove("player",
{ type:"playSpell", handIdx:_idx })>>
<<run setup.drawCard("player")>>
<<set $game.current = "ai">>
<<goto "Board">>
<</button>>
<</if>>
</div>
<</for>>
</div>
<</if>>
<<AITurn>><<nobr>>
<<if $chars.emilia.objectives.introduction.completed is 0>>
<<set $chars.emilia.objectives.introduction.completed to 1>><<goto "emilia_introduction">>
<</if>>
<<set _passage to "Buy coffee">>
<<set _cash to Number(($chars and $chars.player and typeof $chars.player.money !== "undefined") ? $chars.player.money : 0)>>
<<set _unitPrice to 5>>
<div id="coffeeshop" class="shop-page-wrap">
<section class="shop-center-panel">
<div class="shop-head">
<div>
<h2>Emilia's Coffee Shop</h2>
<p class="shop-note">Tap any coffee icon to buy one cup ($5 each).</p>
</div>
<span class="shop-chip">Cash $<<= _cash>></span>
</div>
<div class="coffee-icon-row">
<article class="coffee-item">
<<if _cash gte _unitPrice>>
<span class="coffee-buy"><<link "<img src='ressources/icons/coffee/blackcoffee.webp' alt='Black coffee'>">><<baseSpendMoney _unitPrice>><<set $inventory.coffee.black += 1>><<set $LastCoffeeShopAction to { message: "Picked up 1 black coffee." }>><<goto _passage>><</link>></span>
<<else>>
<span class="coffee-buy disabled"><img src="ressources/icons/coffee/blackcoffee.webp" alt="Black coffee"></span>
<</if>>
<p class="coffee-name">Black</p>
<p class="coffee-meta">Owned: <<= Number($inventory.coffee.black || 0)>></p>
</article>
<article class="coffee-item">
<<if _cash gte _unitPrice>>
<span class="coffee-buy"><<link "<img src='ressources/icons/coffee/macchiato.webp' alt='Macchiato'>">><<baseSpendMoney _unitPrice>><<set $inventory.coffee.macchiato += 1>><<set $LastCoffeeShopAction to { message: "Picked up 1 macchiato." }>><<goto _passage>><</link>></span>
<<else>>
<span class="coffee-buy disabled"><img src="ressources/icons/coffee/macchiato.webp" alt="Macchiato"></span>
<</if>>
<p class="coffee-name">Macchiato</p>
<p class="coffee-meta">Owned: <<= Number($inventory.coffee.macchiato || 0)>></p>
</article>
<article class="coffee-item">
<<if _cash gte _unitPrice>>
<span class="coffee-buy"><<link "<img src='ressources/icons/coffee/espresso.webp' alt='Espresso'>">><<baseSpendMoney _unitPrice>><<set $inventory.coffee.espresso += 1>><<set $LastCoffeeShopAction to { message: "Picked up 1 espresso." }>><<goto _passage>><</link>></span>
<<else>>
<span class="coffee-buy disabled"><img src="ressources/icons/coffee/espresso.webp" alt="Espresso"></span>
<</if>>
<p class="coffee-name">Espresso</p>
<p class="coffee-meta">Owned: <<= Number($inventory.coffee.espresso || 0)>></p>
</article>
<article class="coffee-item">
<<if _cash gte _unitPrice>>
<span class="coffee-buy"><<link "<img src='ressources/icons/coffee/latte.webp' alt='Latte'>">><<baseSpendMoney _unitPrice>><<set $inventory.coffee.latte += 1>><<set $LastCoffeeShopAction to { message: "Picked up 1 latte." }>><<goto _passage>><</link>></span>
<<else>>
<span class="coffee-buy disabled"><img src="ressources/icons/coffee/latte.webp" alt="Latte"></span>
<</if>>
<p class="coffee-name">Latte</p>
<p class="coffee-meta">Owned: <<= Number($inventory.coffee.latte || 0)>></p>
</article>
</div>
</section>
</div>
<<vndialogbox>>
<<vnactions>>
<div class="action-link alt"><<link "Refresh Offer">><<set $LastCoffeeShopAction to { message: "Fresh roast is ready." }>><<goto _passage>><</link>></div>
<div class="action-link warn">[[Leave Shop|CityMap]]</div>
<</vnactions>>
<<vnmeta>>
<div class="meta">
<span class="meta-item">Cash: $<<baseCash>></span>
<span class="meta-item">Shop: Emilia's Coffee</span>
</div>
<</vnmeta>>
<<vnline "Emilia" "" "left">>
<<= ($LastCoffeeShopAction and $LastCoffeeShopAction.message) ? $LastCoffeeShopAction.message : "Take your pick. Everything is fresh today.">>
<</vnline>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<set _tradeIn = 0>>
<<if $chars.player.housing.bighouse eq 1>><<set _tradeIn = 750000>>
<<elseif $chars.player.housing.smallhouse eq 1>><<set _tradeIn = 300000>>
<<elseif $chars.player.housing.modernapartment eq 1>><<set _tradeIn = 150000>>
<<elseif $chars.player.housing.trashyapartment eq 1>><<set _tradeIn = 25000>>
<</if>>
<<set _netCost = 150000 - _tradeIn>>
<<vnline narrator>>To buy the modern apartment it costs $150,000.<<if _tradeIn > 0>> Your current property trades in for $<<= _tradeIn.toLocaleString()>>, <<if _netCost > 0>>bringing the net cost to $<<= _netCost.toLocaleString()>><<else>>so you receive $<<= (-_netCost).toLocaleString()>> back<</if>>.<</if>><</vnline>>
<<vnactions>>
<<if $chars.player.money >= _netCost>>
<<link "Buy" "Modern Apartments">>
<<set $chars.player.housing.alley = 0>>
<<set $chars.player.housing.bighouse = 0>>
<<set $chars.player.housing.smallhouse = 0>>
<<set $chars.player.housing.modernapartments = 0>>
<<set $chars.player.housing.trashyapartment = 0>>
<<set $chars.player.money -= _netCost>>
<<set $chars.player.housing.modernapartments = 1>>
<</link>>
<<else>>
//You don't have enough cash.//
<</if>>
[[Leave|Modern Apartments]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<set _tradeIn = 0>>
<<if $chars.player.housing.bighouse eq 1>><<set _tradeIn = 750000>>
<<elseif $chars.player.housing.smallhouse eq 1>><<set _tradeIn = 300000>>
<<elseif $chars.player.housing.modernapartment eq 1>><<set _tradeIn = 150000>>
<<elseif $chars.player.housing.trashyapartment eq 1>><<set _tradeIn = 25000>>
<</if>>
<<set _netCost = 300000 - _tradeIn>>
<<vnline narrator>>To buy the small house it costs $300,000.<<if _tradeIn > 0>> Your current property trades in for $<<= _tradeIn.toLocaleString()>>, <<if _netCost > 0>>bringing the net cost to $<<= _netCost.toLocaleString()>><<else>>so you receive $<<= (-_netCost).toLocaleString()>> back<</if>>.<</if>><</vnline>>
<<vnactions>>
<<if $chars.player.money >= _netCost>>
<<link "Buy" "North homes">>
<<set $chars.player.housing.alley = 0>>
<<set $chars.player.housing.bighouse = 0>>
<<set $chars.player.housing.smallhouse = 0>>
<<set $chars.player.housing.modernapartments = 0>>
<<set $chars.player.housing.trashyapartment = 0>>
<<set $chars.player.money -= _netCost>>
<<set $chars.player.housing.smallhouse = 1>>
<</link>>
<<else>>
//You don't have enough cash.//
<</if>>
[[Leave|North homes]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<set _tradeIn = 0>>
<<if $chars.player.housing.bighouse eq 1>><<set _tradeIn = 750000>>
<<elseif $chars.player.housing.smallhouse eq 1>><<set _tradeIn = 300000>>
<<elseif $chars.player.housing.modernapartment eq 1>><<set _tradeIn = 150000>>
<<elseif $chars.player.housing.trashyapartment eq 1>><<set _tradeIn = 25000>>
<</if>>
<<set _netCost = 25000 - _tradeIn>>
<<vnline narrator>>To buy the trashy apartment it costs $25,000.<<if _tradeIn > 0>> Your current property trades in for $<<= _tradeIn.toLocaleString()>>, <<if _netCost > 0>>bringing the net cost to $<<= _netCost.toLocaleString()>><<else>>so you receive $<<= (-_netCost).toLocaleString()>> back<</if>>.<</if>><</vnline>>
<<vnactions>>
<<if $chars.player.money >= _netCost>>
<<link "Buy" "Trashy Apartments">>
<<set $chars.player.housing.alley = 0>>
<<set $chars.player.housing.bighouse = 0>>
<<set $chars.player.housing.smallhouse = 0>>
<<set $chars.player.housing.modernapartments = 0>>
<<set $chars.player.housing.trashyapartment = 0>>
<<set $chars.player.money -= _netCost>>
<<set $chars.player.housing.trashyapartment = 1>>
<</link>>
<<else>>
//You don't have enough cash.//
<</if>>
[[Leave|Trashy Apartments]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<set _tradeIn = 0>>
<<if $chars.player.housing.bighouse eq 1>><<set _tradeIn = 750000>>
<<elseif $chars.player.housing.smallhouse eq 1>><<set _tradeIn = 300000>>
<<elseif $chars.player.housing.modernapartment eq 1>><<set _tradeIn = 150000>>
<<elseif $chars.player.housing.trashyapartment eq 1>><<set _tradeIn = 25000>>
<</if>>
<<set _netCost = 750000 - _tradeIn>>
<<vnline narrator>>To buy the big house it costs $750,000.<<if _tradeIn > 0>> Your current property trades in for $<<= _tradeIn.toLocaleString()>>, <<if _netCost > 0>>bringing the net cost to $<<= _netCost.toLocaleString()>><<else>>so you receive $<<= (-_netCost).toLocaleString()>> back<</if>>.<</if>><</vnline>>
<<vnactions>>
<<if $chars.player.money >= _netCost>>
<<link "Buy" "North homes">>
<<set $chars.player.housing.alley = 0>>
<<set $chars.player.housing.bighouse = 0>>
<<set $chars.player.housing.smallhouse = 0>>
<<set $chars.player.housing.modernapartments = 0>>
<<set $chars.player.housing.trashyapartment = 0>>
<<set $chars.player.money -= _netCost>>
<<set $chars.player.housing.bighouse = 1>>
<</link>>
<<else>>
//You don't have enough cash.//
<</if>>
[[Leave|North homes]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set $scene to 0>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>><<nobr>>
<<initDrugOpportunity>>
<<renderShiftHUD>>
/* ═══════════════════════════════════════════════
NO ACTIVE SHIFT — show shift selection
═══════════════════════════════════════════════ */
<<if not $CurrentShift>>
<section class="shift-select-wrap">
<article class="shift-select-panel">
<h2 class="shift-select-title">Choose Shift Length</h2>
<p class="shift-select-sub">Select a shift to work the campus route.</p>
<div class="shift-select-actions">
<div class="shift-link">
<<link "Start 4 Hours">><<nobr>>
<<startDrugShift "campus" 4>>
<<spawnDrugCustomer>>
<<addhours 4>>
<<goto "CampusShift">>
<</nobr>><</link>>
</div>
<div class="shift-link alt">
<<link "Start 8 Hours">><<nobr>>
<<startDrugShift "campus" 8>>
<<spawnDrugCustomer>>
<<addhours 8>>
<<goto "CampusShift">>
<</nobr>><</link>>
</div>
</div>
</article>
</section>
<</if>>
<<if $CurrentShift>>
/* ── BUST REDIRECT — check before anything else ── */
<<if $ShiftBusted>>
<<endDrugShift>>
<<goto "DrugBust">>
<</if>>
/* ═══════════════════════════════════════════════
REACTION PHASE — NPC responds after player action
═══════════════════════════════════════════════ */
<<if $EncounterReaction>>
<<set $EncounterPhase to $EncounterReaction.phase>>
<<set $DialogueVariant to $EncounterReaction.variant>>
<<vndialogbox>>
<<vnactions>>
<div class="shift-actions">
<div class="action-link">
<<link "Next Customer">><<nobr>>
<<dismissCustomer>>
<<goto "CampusShift">>
<</nobr>><</link>>
</div>
</div>
<</vnactions>>
<<vnmeta>>
<<if $LastEncounter>>
<div class="meta">
<span class="meta-item"><<= $LastEncounter.message>></span>
</div>
<</if>>
<</vnmeta>>
/* Render the reaction dialogue from the persona's passage */
<<if $EncounterReaction.dialogue_passage>>
<<set _speaker to $EncounterReaction.customer_name>>
<<include $EncounterReaction.dialogue_passage>>
<<else>>
<<vnline $EncounterReaction.customer_name "" "left">>
<<= ($LastEncounter and $LastEncounter.message) ? $LastEncounter.message : "They react, then move on.">>
<</vnline>>
<</if>>
<</vndialogbox>>
/* ═══════════════════════════════════════════════
APPROACH / ACTIVE ENCOUNTER — customer is present
═══════════════════════════════════════════════ */
<<else>>
/* Spawn if needed */
<<if not $CurrentCustomer>>
<<spawnDrugCustomer>>
<</if>>
<<if $CurrentCustomer>>
<<if not $CurrentSalePlan>>
<<refreshSalePlan>>
<</if>>
<<checkInventoryForPlan>>
<<vndialogbox>>
<<vnactions>>
/* ── SPECIAL CHOICES (e.g., sex offer accept/decline) ── */
<<if $EncounterSpecial and $EncounterPhase is $EncounterSpecial.approach_phase>>
<div class="shift-actions">
<<set _choiceKeys to Object.keys($EncounterSpecial.choices)>>
<<for _ci to 0; _ci lt _choiceKeys.length; _ci++>>
<<set _cid to _choiceKeys[_ci]>>
<<set _choiceData to $EncounterSpecial.choices[_cid]>>
<<capture _cid, _choiceData>>
<div class="action-link<<if _cid is 'decline'>> alt<</if>>">
<<link _choiceData.label>><<nobr>>
<<specialChoice _cid>>
<<goto "CampusShift">>
<</nobr>><</link>>
</div>
<</capture>>
<</for>>
</div>
/* ── PENDING CONCESSION (sell_high refused, retry) ── */
<<elseif $PendingConcession>>
<div class="shift-actions">
<div class="action-link">
<<link "Sell low">><<nobr>>
<<drugAction "sell_low" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "CampusShift">>
<</nobr>><</link>>
</div>
<div class="action-link alt">
<<link "Sell market">><<nobr>>
<<drugAction "sell_market" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "CampusShift">>
<</nobr>><</link>>
</div>
</div>
/* ── NORMAL ACTIONS ── */
<<else>>
<<if not $CanFulfillPlan>>
<div class="shift-actions">
<<if $SubstituteOffer>>
<div class="action-link alt">
<<link "Offer substitute">><<nobr>>
<<drugAction "sell_substitute" $SubstituteOffer.units $SubstituteOffer.drugKey $SubstituteOffer.quality>>
<<goto "CampusShift">>
<</nobr>><</link>>
</div>
<</if>>
<div class="action-link warn">
<<link "Refuse">><<nobr>>
<<drugAction "refuse" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "CampusShift">>
<</nobr>><</link>>
</div>
</div>
<<else>>
<div class="shift-actions">
<div class="action-link">
<<link "Sell low">><<nobr>>
<<drugAction "sell_low" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "CampusShift">>
<</nobr>><</link>>
</div>
<div class="action-link alt">
<<link "Sell market">><<nobr>>
<<drugAction "sell_market" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "CampusShift">>
<</nobr>><</link>>
</div>
<div class="action-link">
<<link "Sell high">><<nobr>>
<<drugAction "sell_high" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "CampusShift">>
<</nobr>><</link>>
</div>
<div class="action-link">
<<link "Chat">><<nobr>>
<<drugAction "chat" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "CampusShift">>
<</nobr>><</link>>
</div>
<<if $CurrentCustomer._instance and $CurrentCustomer._instance.can_flirt>>
<div class="action-link alt">
<<link "Flirt">><<nobr>>
<<drugAction "flirt" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "CampusShift">>
<</nobr>><</link>>
</div>
<</if>>
<div class="action-link warn">
<<link "Refuse">><<nobr>>
<<drugAction "refuse" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "CampusShift">>
<</nobr>><</link>>
</div>
</div>
<</if>>
<</if>>
<</vnactions>>
<<vnmeta>>
<<if $CurrentSalePlan>>
<<set _cat to ($DrugCatalog and $DrugCatalog[$CurrentSalePlan.drugKey]) ? $DrugCatalog[$CurrentSalePlan.drugKey] : null>>
<<set _baseCost to (_cat and _cat.qualities and _cat.qualities[$CurrentSalePlan.quality]) ? _cat.qualities[$CurrentSalePlan.quality].cost : 0>>
<<set _estMarket to Number(_baseCost || 0) * Number($CurrentSalePlan.units || 0)>>
<div class="meta">
<span class="meta-item">Wants: $CurrentSalePlan.units x $CurrentSalePlan.drugKey</span>
<span class="meta-item">Quality: $CurrentSalePlan.quality</span>
<span class="meta-item">Est. Market: _estMarket</span>
<<if $CanFulfillPlan>>
<span class="meta-item status status-ok"><span class="status-dot"></span>Ready to fulfill</span>
<<if $CurrentCustomer and $CurrentCustomer.is_cop and $CurrentCustomer.tell_strength gte 3>>
<span class="meta-item cop-eye" title="Suspicious detail noticed" aria-label="Suspicious detail noticed" style="color:#c62828;display:inline-flex;align-items:center;justify-content:center;width:1.6rem;height:1.6rem;">
<svg viewBox="0 0 24 24" aria-hidden="true" focusable="false" style="width:1rem;height:1rem;fill:none;stroke:currentColor;stroke-width:2.5;stroke-linecap:round;stroke-linejoin:round;"><path d="M2 12s3.5-6 10-6 10 6 10 6-3.5 6-10 6-10-6-10-6z"></path><circle cx="12" cy="12" r="3"></circle></svg>
</span>
<</if>>
<<else>>
<span class="meta-item status status-bad"><span class="status-dot"></span>Missing requested stock</span>
<<if $SubstituteOffer>>
<span class="meta-item">Substitute: $SubstituteOffer.drugKey (q$SubstituteOffer.quality)</span>
<</if>>
<</if>>
</div>
<</if>>
<</vnmeta>>
/* ── DIALOGUE: rendered from the persona's dialogue passage ── */
<<if $CurrentPersonaDialogue>>
<<set _speaker to $CurrentCustomer._name>>
<<include $CurrentPersonaDialogue>>
<<else>>
/* Legacy fallback */
<<vnline $CurrentCustomer._name "" "left">>
$CurrentCustomerGreeting
<</vnline>>
<</if>>
<</vndialogbox>>
<</if>>
/* ── SHIFT COMPLETE ── */
<<if $ShiftDone>>
<<endDrugShift>>
<<goto "CampusShiftSummary">>
<</if>>
<</if>>
<</if>>
<</nobr>><<if $CompletedShift>>
<<nobr>>
<section class="shift-summary">
<header class="ss-header">
<h2 class="ss-title">Shift Complete</h2>
<div class="ss-chips">
<span class="ss-chip">📍 <<= $CompletedShift.locationId>></span>
<span class="ss-chip xp">★ +<<= Math.round($CompletedShift.xp_gained)>> XP</span>
<span class="ss-chip<<if $CompletedShift.heat_delta gt 0>> heat<<elseif $CompletedShift.heat_delta lt 0>> cool<</if>>">🌡 Heat <<= $CompletedShift.heat_delta gt 0 ? "+" : "">><<= Number($CompletedShift.heat_delta.toFixed(1))>></span>
<span class="ss-chip">👥 <<= $CompletedShift.met.length>> customers</span>
</div>
</header>
<hr class="ss-divider">
<<if $CompletedShift.met and $CompletedShift.met.length gt 0>>
<div class="ss-encounter-grid">
<<for _enc range $CompletedShift.met>>
<<if _enc.type is "worker">><<set _typeLabel to "Worker">>
<<elseif _enc.type is "low_thug">><<set _typeLabel to "Street Thug">>
<<elseif _enc.type is "cheap_whore">><<set _typeLabel to "Sex Worker">>
<<elseif _enc.type is "punk">><<set _typeLabel to "Punk">>
<<elseif _enc.type is "student">><<set _typeLabel to "Student">>
<<elseif _enc.type is "frat_boy">><<set _typeLabel to "Frat Boy">>
<<elseif _enc.type is "sorority_girl">><<set _typeLabel to "Sorority Girl">>
<<elseif _enc.type is "teacher">><<set _typeLabel to "Teacher">>
<<elseif _enc.type is "rich_kid">><<set _typeLabel to "Rich Kid">>
<<elseif _enc.type is "tech_guy">><<set _typeLabel to "Tech Guy">>
<<elseif _enc.type is "janitor">><<set _typeLabel to "Janitor">>
<<else>><<set _typeLabel to _enc.type>><</if>>
<<if _enc.action is "sell_low">><<set _actionLabel to "Sold low">>
<<elseif _enc.action is "sell_market">><<set _actionLabel to "Sold market">>
<<elseif _enc.action is "sell_high">><<set _actionLabel to "Sold high">>
<<elseif _enc.action is "chat">><<set _actionLabel to "Chatted & sold">>
<<elseif _enc.action is "flirt">><<set _actionLabel to "Flirted">>
<<elseif _enc.action is "sell_substitute">><<set _actionLabel to "Sold substitute">>
<<elseif _enc.action is "refuse">><<set _actionLabel to "Refused">>
<<else>><<set _actionLabel to _enc.action>><</if>>
<<if _enc.is_cop>><<set _cardClass to "ss-card card-cop">>
<<elseif _enc.action is "refuse">><<set _cardClass to "ss-card card-refuse">>
<<elseif _enc.success>><<set _cardClass to "ss-card card-success">>
<<else>><<set _cardClass to "ss-card">><</if>>
<<set _src to 'ressources/faces/' + (_enc.name || _enc.type) + '/vn/plain.webp'>>
<div class="<<= _cardClass>>">
<div class="ss-face">
<img @src="_src"
onerror="this.style.display='none';this.nextElementSibling.style.display='flex'">
<div class="ss-face-placeholder"><<= window.GE && GE.typeEmoji ? GE.typeEmoji[_enc.type] || '❓' : '❓'>></div>
<<if _enc.is_cop>><span class="ss-badge cop">COP</span>
<<elseif _enc.success>><span class="ss-badge ok">✓</span>
<<else>><span class="ss-badge fail">✗</span><</if>>
</div>
<div class="ss-info">
<p class="ss-name">Name: <<= _enc.name>></p>
<p class="ss-type">Type: <<= _typeLabel>></p>
<p class="ss-action">Action: <<= _actionLabel>></p>
<<if _enc.xp gt 0>><p class="ss-xp">+<<= Math.round(_enc.xp)>> XP</p><</if>>
</div>
</div>
<</for>>
</div>
<</if>>
<div class="ss-footer">
<<link "New Shift" "CampusShift">><</link>>
[[Leave|Campus]]
</div>
</section>
<</nobr>>
<</if>><<nobr>>
<section class="tw-character-creation-shell" data-character-creation-root>
<div class="backdrop"></div>
<div class="layout">
<main class="stage-shell">
<div class="progress-track">
<div class="progress-meter" role="progressbar" aria-valuemin="0" aria-valuemax="100"
aria-valuenow="33" aria-label="Character creation progress">
<div class="progress-meter__fill" id="stageProgressFill"></div>
</div>
<ul class="stage-list" aria-label="Creation steps">
<li class="active" data-stage="identity">
<span>Identity</span>
</li>
<li data-stage="appearance">
<span>Appearance</span>
</li>
<li data-stage="finalize">
<span>Finalize</span>
</li>
</ul>
</div>
<form id="creator" data-character-creator-form>
<section class="stage active" data-stage="identity">
<p class="eyebrow">Chapter 01</p>
<h2>You decide who you are.</h2>
<p>You decide who you are. How you shape your life is entirely in your hands, and that starts with picking a name. It can be whatever you want but just know it is what everyone is going to call you from now on.</p>
<div class="input-grid">
<label>
<span>Character First Name</span>
<input type="text" id="playerName" name="player.name" placeholder="player.name"
value="John" autocomplete="off" required>
</label>
<label>
<span>Character Last Name</span>
<input type="text" id="playerSurname" name="player.surname"
placeholder="player.surname" value="Doe" autocomplete="off" required>
</label>
</div>
<div class="btn-row">
<button class="pill" type="button" data-next="appearance" id="identityNext"
>Continue</button>
</div>
</section>
<section class="stage" data-stage="appearance">
<p class="eyebrow">Chapter 02</p>
<h2>Pick your look, and choose the path that led you here.</h2>
<p>Now that we know what to call you, think back on the decisions you have made that have shaped who you are now. Your past may not define you, but they are decisions that you will have to live with. Whether they are helpful to you, or harmful, mostly depends on what you choose to do from this day forward.</p>
<p>Let's start with how you look...</p>
<div class="portrait-grid">
<label class="portrait-option">
<input type="radio" name="player.portrait" value="player1"
data-summary="Northstar Focus" data-portrait-id="player1" data-img="ressources/portraits/player1.webp">
<div class="visual" style="background-image: url('ressources/portraits/player1.webp');"></div>
</label>
<label class="portrait-option">
<input type="radio" name="player.portrait" value="player2"
data-summary="Neon Afterglow" data-portrait-id="player2" data-img="ressources/portraits/player2.webp">
<div class="visual" style="background-image: url('ressources/portraits/player2.webp');"></div>
</label>
<label class="portrait-option">
<input type="radio" name="player.portrait" value="player3" data-summary="Vanta Vision"
data-portrait-id="player3" data-img="ressources/portraits/player3.webp">
<div class="visual" style="background-image: url('ressources/portraits/player3.webp');"></div>
</label>
</div>
<h3 class="eyebrow">As a student, you were...</h3>
<div class="student-gallery" role="radiogroup" aria-label="Student path">
<label class="student-card student-card--attentive" style="--accent:#5ec6ff">
<input type="radio" id="studentAttentive" name="player.student" value="Attentive"
data-effects="+int, +per, -str, -cha">
<div class="student-frame">
<div class="student-photo" style="--photo: url('ressources/start/2.webp');"></div>
<div class="student-layer">
<div class="student-head">
<p class="student-title">Attentive</p>
</div>
<div class="student-foot">
<div class="student-effects">
<span class="stat-chip stat-int">+int</span>
<span class="stat-chip stat-per">+per</span>
</div>
<p>Always dialed in, collecting details other people missed.</p>
</div>
</div>
</div>
</label>
<label class="student-card student-card--athletic" style="--accent:#ff8f5c">
<input type="radio" id="studentAthletic" name="player.student" value="Athletic"
data-effects="+str, +will, -int, -per">
<div class="student-frame">
<div class="student-photo" style="--photo: url('ressources/start/1.webp');"></div>
<div class="student-layer">
<div class="student-head">
<p class="student-title">Athletic</p>
</div>
<div class="student-foot">
<div class="student-effects">
<span class="stat-chip stat-str">+str</span>
<span class="stat-chip stat-will">+will</span>
</div>
<p>Lived in the gym and on the track, thriving on grit.</p>
</div>
</div>
</div>
</label>
<label class="student-card student-card--popular" style="--accent:#f16bff">
<input type="radio" id="studentPopular" name="player.student" value="Popular"
data-effects="+cha, +str, -int, -will">
<div class="student-frame">
<div class="student-photo" style="--photo: url('ressources/start/3.webp');"></div>
<div class="student-layer">
<div class="student-head">
<p class="student-title">Popular</p>
</div>
<div class="student-foot">
<div class="student-effects">
<span class="stat-chip stat-cha">+cha</span>
<span class="stat-chip stat-str">+str</span>
</div>
<p>Talked your way anywhere, backed it up with bravado.</p>
</div>
</div>
</div>
</label>
<label class="student-card student-card--distracted" style="--accent:#9b7bff">
<input type="radio" id="studentDistracted" name="player.student" value="Distracted"
data-effects="+per, +cha, -will, -str">
<div class="student-frame">
<div class="student-photo"
style="--photo: url('ressources/start/4.webp');">
</div>
<div class="student-layer">
<div class="student-head">
<p class="student-title">Distracted</p>
</div>
<div class="student-foot">
<div class="student-effects">
<span class="stat-chip stat-per">+per</span>
<span class="stat-chip stat-cha">+cha</span>
</div>
<p>Eyes always on something else, but you were quick to read a room.</p>
</div>
</div>
</div>
</label>
<label class="student-card student-card--balanced" style="--accent:#72ffcb">
<input type="radio" id="studentBalanced" name="player.student" value="Well rounded"
data-effects="+int, +will, -per, -cha">
<div class="student-frame">
<div class="student-photo" style="--photo: url('ressources/start/5.webp');"></div>
<div class="student-layer">
<div class="student-head">
<p class="student-title">Well rounded</p>
</div>
<div class="student-foot">
<div class="student-effects">
<span class="stat-chip stat-int">+int</span>
<span class="stat-chip stat-will">+will</span>
</div>
<p>Balanced every lane, never letting one part define you.</p>
</div>
</div>
</div>
</label>
</div>
<h3 class="eyebrow" style="margin-top:30px;">Since graduating, you have...</h3>
<div class="student-gallery postgrad-gallery" role="radiogroup" aria-label="Post graduation focus">
<label class="student-card student-card--postcollege" style="--accent:#6dd7ff">
<input type="radio" id="postCollege" name="player.postGrad" value="College degree"
data-effects="+int">
<div class="student-frame">
<div class="student-photo"
style="--photo: url('ressources/start/6.webp');"></div>
<div class="student-layer">
<div class="student-head">
<p class="student-title">Gotten a college degree</p>
</div>
<div class="student-foot">
<div class="student-effects">
<span class="stat-chip stat-int">+int</span>
</div>
<p>Doubled down on books and labs to sharpen your mind.</p>
</div>
</div>
</div>
</label>
<label class="student-card student-card--postsports" style="--accent:#ff8f5c">
<input type="radio" id="postSports" name="player.postGrad" value="Pro sports league"
data-effects="+str">
<div class="student-frame">
<div class="student-photo"
style="--photo: url('ressources/start/9.webp');"></div>
<div class="student-layer">
<div class="student-head">
<p class="student-title">Played in pro league</p>
</div>
<div class="student-foot">
<div class="student-effects">
<span class="stat-chip stat-str">+str</span>
</div>
<p>Found a team, chased trophies, and pushed your limits every week.</p>
</div>
</div>
</div>
</label>
<label class="student-card student-card--postparty" style="--accent:#f16bff">
<input type="radio" id="postParty" name="player.postGrad" value="Party scene"
data-effects="+cha">
<div class="student-frame">
<div class="student-photo" style="--photo: url('ressources/start/8.webp');">
</div>
<div class="student-layer">
<div class="student-head">
<p class="student-title">Partied your time away</p>
</div>
<div class="student-foot">
<div class="student-effects">
<span class="stat-chip stat-cha">+cha</span>
</div>
<p>Collected stories, faces, and favors instead of credits.</p>
</div>
</div>
</div>
</label>
<label class="student-card student-card--posthealth" style="--accent:#ffd87d">
<input type="radio" id="postHealth" name="player.postGrad" value="Healthy habits"
data-effects="+will">
<div class="student-frame">
<div class="student-photo"
style="--photo: url('ressources/start/7.webp');"></div>
<div class="student-layer">
<div class="student-head">
<p class="student-title">Developed healthy life habits</p>
</div>
<div class="student-foot">
<div class="student-effects">
<span class="stat-chip stat-will">+will</span>
</div>
<p>Built routines, discipline, and a body that refuses to quit.</p>
</div>
</div>
</div>
</label>
<label class="student-card student-card--postmarksman" style="--accent:#72ffcb">
<input type="radio" id="postMarksman" name="player.postGrad" value="Target shooter"
data-effects="+per">
<div class="student-frame">
<div class="student-photo"
style="--photo: url('ressources/start/10.webp');"></div>
<div class="student-layer">
<div class="student-head">
<p class="student-title">Took up target shooting</p>
</div>
<div class="student-foot">
<div class="student-effects">
<span class="stat-chip stat-per">+per</span>
</div>
<p>Steadied your hands and breathing until the world fell silent.</p>
</div>
</div>
</div>
</label>
</div>
<div class="btn-row">
<button class="pill" type="button" data-next="finalize" id="appearanceNext"
disabled>Continue</button>
</div>
</section>
<section class="stage" data-stage="finalize">
<div class="stage-top">
<div>
<p class="eyebrow">Chapter 03</p>
<h2>You are all set.</h2>
</div>
<div class="top-actions">
<button class="ghost" type="button" id="startOver">Start over</button>
<button class="primary" type="button" id="beginJourney" data-target-passage="Intro">Begin your journey</button>
</div>
</div>
<p>Now is the last chance to make any changes before you start. If you are not happy with it, press
Start over. But if you are, click Begin your journey and get to the game!</p>
<div class="summary-grid">
<div class="summary-card">
<span>Identity</span>
<strong id="summaryName">—</strong>
</div>
<div class="summary-card">
<span>Student path</span>
<strong id="summaryStudent">—</strong>
</div>
<div class="summary-card">
<span>Since graduating</span>
<strong id="summaryPostGrad">—</strong>
</div>
</div>
<div class="summary-portrait" id="summaryPortraitImage"></div>
<div class="summary-effects">
<div>
<span>Student effects</span>
<span id="summaryStudentEffects">Select an archetype</span>
</div>
<div>
<span>Post-grad effects</span>
<span id="summaryPostGradEffects">Lock in your focus</span>
</div>
</div>
</section>
</form>
</main>
</div>
</section>
<</nobr>><<nobr>>
<<if $EncounterPhase is "approach">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain left>>
I'm not meeting with my next client sober. You have anything that can help me out?
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain left>>
Just had the worst hour of my life. Please tell me you have something strong and cheap.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain left>>
A guy I'm meeting wants to really party. Maybe if he gets high enough, I can just relax the whole time.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "sex_offer">>
<<vnline _speaker plain left key:flash>>
Think a cute honey like me could get a little something for free? I know how I can make it worth it for you baby.
<</vnline>>
<<vnmediaat "flash">>
<video @src="'ressources/chars/cheapwhore/flash' + random(0,1) + '.mp4'" autoplay controls loop muted></video>
<</vnmediaat>>
<<elseif $EncounterPhase is "sex_accept">>
<<vnline _speaker key:cheapwhoresex>>
I knew you couldn't resist all of this. Let's go baby, I have a place.
<</vnline>>
<<vnmediaat "cheapwhoresex">>
<video src="ressources/chars/cheapwhore/fuck.mp4" autoplay controls loop muted></video>
<</vnmediaat>>
<<elseif $EncounterPhase is "sex_decline">>
<<vnline _speaker plain left>>
That's fine. Guess not every man can handle all this.
<</vnline>>
<<elseif $EncounterPhase is "accept">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain left>>
I'll have to see three more guys today to cover it. Fuck it, it's worth it.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain left>>
Yeah sure whatever, just gimme it quick. I gotta meet my next client in like ten minutes.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "refuse">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain left>>
Boy, I don't charge that much for anal. You're out of your mind.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain left>>
Fuck! I don't have enough. I need to eat too. Sucking dick don't pay enough to do both.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain left>>
Did you think we were Uptown? I know I look like a top flight girl but I'm not gettin' paid like one.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "dismissed">>
<<vnline narrator>>
She rolls her eyes and walks off.
<</vnline>>
<</if>>
<</nobr>><div id="cheats-root" class="cheats-app"></div><div id="cheats-root" class="cheats-app"></div><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<<if $chars.marleen.path is "no" && $chars.marleen.objectives.stage_two_no.completed is 1 && $chars.marleen.objectives.stage_three_no.completed is 0 && $chars.marleen.relation gte 55 && $chars.marleen.has_ring is 1 && $chars.player.housing.alley is 0 && $chars.marleen.location is "Church">>
<<set $scene to 0>><<goto "marleen_stage_three_no">>
<</if>>
<</nobr>><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>><<nobr>>
<<if $popupenable is 0>> <<set $popupenable to 1>><</if>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
<!-- your info/controls under the map -->
</div>
</div>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator>>After being issued a trespass your only way to get it removed is to help clean around the campus, you have a random chance to get the trespass removed after cleaning the ground but it will take you half a day of work.<</vnline>>
<<vnactions>>
[[Spend some time cleaning the area|CleanCampus][$scene to 1]]
[[Leave|Campus]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<set _randomchance to random(0,100)>>
<<if _randomchance lt 50>>
<<set $opportunities.druglord.CampusBusted to 0>>
<<vndialogbox>>
<<vnline narrator key:cleaning>>The campus is spotless. And you’re exhausted. It’s made worthwhile though when the Campus Police tell you that they revoked your ban and given you another chance. Better be more careful next time, so this doesn’t happen again.<</vnline>>
<<vnmediaat "cleaning">><img @src="'ressources/cg/cleaningcampus/' + $player.portraitChoice + '.webp'" alt="cleaning campus" /><</vnmediaat>>
<<vnactions>>
[[Leave|Campus][$scene to 0]]
<</vnactions>>
<</vndialogbox>>
<<else>>
<<vndialogbox>>
<<vnline narrator key:cleaning>>Half the day is gone, and aches are starting to form throughout your body. Even with all of that work though, Campus Police inform you that the ban is still in effect. You’ll have to keep cleaning to try and get it lifted next time.<</vnline>>
<<vnmediaat "cleaning">><img @src="'ressources/cg/cleaningcampus/' + $player.portraitChoice + '.webp'" alt="cleaning campus" /><</vnmediaat>>
<<vnactions>>
[[Leave|Campus][$scene to 0]]
<</vnactions>>
<</vndialogbox>>
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $inventory.clothes.blackoutfit is 1 && $opportunities.druglord.vitalyybigscore is 1>>
<<goto "theheist">>
<</if>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<<if $chars.farah.objectives.introduction.completed is 0 >>
<<set $scene to 0>><<goto "farah_introduction">>
<</if>>
<<if $chars.emilia.objectives.introduction.completed is 0>>
<<set $chars.emilia.objectives.introduction.completed to 1>><<goto "emilia_introduction">>
<</if>>
<<if $chars.player.money gte 1000 && $inventory.electronics.computer && $chars.emilia.objectives.introduction.completed is 1 && !$StockTrading.unlocked>>
<<set $scene to 0>><<goto "StockTrading_CoffeeShopIntro">>
<</if>>
<</nobr>>Credits
Coming for v0.02
[[CityMap]]<<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>>
<<if $opportunities.druglord.reportingbacktoyourfather is 0>>
[[Report Back to your father|ReportBackToyourFather]]
<</if>><<nobr>>
<<vndialogbox>>
<<if $opportunities.druglord.darmirrequest is 3>>
<<set _discussion to [0,1,2,3,4]>>
<<else>>
<<set _discussion to [0,1,2,3]>>
<</if>>
<<vnline narrator key:damiractions>>Damir is there, ready to talk to you.<</vnline>>
<<vnactionsat "damiractions">>
[[Talk to Damir|damirdialogues][$scene to 0;$discussion to _discussion.random()]]
[[Ask Damir|damirdialogues][$scene to 1]]
[[Buy drugs from Damir|DamirShop]]
<<if $opportunities.druglord.damirrequest is 2 && $opportunities.druglord.minachoice is 1>>
[[Report back to Damir|reportingbacktodamir][$scene to 0]]
<</if>>
<<if $opportunities.druglord.vitalyybigscore is 1 && (not $inventory.clothes || $inventory.clothes.blackoutfit isnot 1)>>
<<if $chars.player.money gte 300>>
<div class="action-link alt">
<<link "Buy Black Outfit $300">><<if not $inventory.clothes>><<set $inventory.clothes to {}>><</if>><<set $chars.player.money -= 300>><<set $inventory.clothes.blackoutfit to 1>><<set $ShopUI.blackoutfitScene to 1>><<goto _passage>><</link>>
</div>
<<else>>
<div class="action-link disabled">Black Outfit $300</div>
<</if>>
<</if>>
<<if $opportunities.druglord.level gte 7 && $opportunities.druglord.informant isnot "" && $opportunities.druglord.damirrequest is 0>>
[[Hear Damir's request|damirrequest]]
<</if>>
<<if $opportunities.druglord.informant isnot "" && $opportunities.druglord.returnedtodamir is 0>>[[I found the informant|ReturningToDamir]]<</if>>
<<if $opportunities.druglord.damirrequest is 2 && $opportunities.druglord.minachoice isnot 1>>
[[Report back to Damir|reportingbacktodamir][$scene to 1]]
<</if>>
[[Leave|Den][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<initDrugOpportunity>>
<<if not $ShopSelection>>
<<set $ShopSelection to { weed: { quality: 1, qty: 1 }, ecstasy: { quality: 1, qty: 1 }, cocaine: { quality: 1, qty: 1 }, heroin: { quality: 1, qty: 1 } }>>
<</if>>
<<if not $DrugDebt>>
<<set $DrugDebt to { outstanding: 1000, creditor: "Nick", started: true }>>
<</if>>
<<if not $ShopUI>>
<<set $ShopUI to {}>>
<</if>>
<<if $ShopUI.blackoutfitScene is 1>>
<<vndialogbox>>
<<vnline damir>>You need the black outfit for Vitalyy's job, yeah? I got it.<</vnline>>
<<vnline narrator>>Damir takes your $300 and sets a plain duffel bag on the counter. Inside is a black mask, black gloves, a black t-shirt, and black pants. Simple, cheap, and forgettable. The perfect robber outfit.<</vnline>>
<<vnline damir key:blackoutfit_bought>>Wear it when you go. Do not show up looking memorable.<</vnline>>
<<vnactionsat "blackoutfit_bought">>
[[Back to Damir's shop|DamirShop][$ShopUI.blackoutfitScene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<else>>
<<set _supplier to "den">>
<<set _passage to "DamirShop">>
<<if $DrugSuppliers and $DrugSuppliers.den and $DrugSuppliers.den.sells>>
<<set $DrugSuppliers.den.sells.weed to [1,2,3]>>
<</if>>
<<set _cash to 0 + (setup.DrugOpportunity ? setup.DrugOpportunity.getPlayerCash() : 0)>>
<<set _debt to Number($DrugDebt.outstanding || 0)>>
<div id="drugshop" class="shop-page-wrap">
<section class="shop-center-panel">
<div class="shop-head">
<div>
<h2>Purchase Product</h2>
<p class="shop-note">The Den handles weed, ecstasy, cocaine, and heroin.</p>
</div>
<div class="shop-top-chips">
<span class="shop-chip">Supplier: The Den</span>
<span class="shop-chip">Cash $<<= $chars.player.money>></span>
<span class="shop-chip">Debt $<<= $DrugDebt.outstanding>></span>
</div>
</div>
<div class="shop-grid">
<<set _drug to "weed">>
<<if not $DrugCatalog[_drug].qualities[$ShopSelection[_drug].quality]>>
<<set $ShopSelection[_drug].quality to 1>>
<</if>>
<<set _quality to Number($ShopSelection[_drug].quality || 1)>>
<<set _qty to Number($ShopSelection[_drug].qty || 1)>>
<<set _qKey to "quality" + _quality>>
<<set _invQty to Number((($inventory[_drug] || {})[_qKey]) || 0)>>
<<drugBuyQuote _supplier _drug _quality _qty>>
<article class="shop-card">
<div class="shop-card-top"><div class="shop-icon-wrap"><img src="ressources/drugs/weed.webp" alt="Weed icon"></div><div><h3 class="shop-card-title">Weed</h3><p class="shop-card-sub">Buy by lb</p></div></div>
<div class="shop-qrow">
<span @class="'shop-qbtn ' + ($ShopSelection.weed.quality is 1 ? 'active' : '')"><<link "Low">><<set $ShopSelection.weed.quality to 1>><<goto _passage>><</link>></span>
<span @class="'shop-qbtn ' + ($ShopSelection.weed.quality is 2 ? 'active' : '')"><<link "Mid">><<set $ShopSelection.weed.quality to 2>><<goto _passage>><</link>></span>
<span @class="'shop-qbtn ' + ($ShopSelection.weed.quality is 3 ? 'active' : '')"><<link "High">><<set $ShopSelection.weed.quality to 3>><<goto _passage>><</link>></span>
</div>
<div class="shop-line"><span>Quantity</span><span class="shop-stepper"><span class="shop-step-btn"><<link "-">><<set $ShopSelection.weed.qty to Math.max(1, Number($ShopSelection.weed.qty || 1) - 1)>><<goto _passage>><</link>></span><span class="shop-step-value"><<= _qty>></span><span class="shop-step-btn"><<link "+">><<set $ShopSelection.weed.qty to Math.min(99, Number($ShopSelection.weed.qty || 1) + 1)>><<goto _passage>><</link>></span></span></div>
<div class="shop-line"><span>Unit Price</span><span class="shop-price">$<<= ($BuyQuote and typeof $BuyQuote.unitCost !== "undefined") ? $BuyQuote.unitCost : 0>></span></div>
<div class="shop-line"><span>You Get</span><span class="shop-amount"><<= ($BuyQuote and typeof $BuyQuote.addedUnits !== "undefined") ? $BuyQuote.addedUnits : 0>> <<= ($BuyQuote and $BuyQuote.inventory_unit) ? $BuyQuote.inventory_unit : 'units'>></span></div>
<div class="shop-line"><span>Current Q<<= _quality>></span><span><<= _invQty>></span></div>
<<if $BuyQuote and $BuyQuote.ok>><span class="shop-btn"><<link "Buy">><<nobr>><<buyDrug _supplier "weed" $ShopSelection.weed.quality $ShopSelection.weed.qty>><<goto _passage>><</nobr>><</link>></span><<else>><span class="shop-disabled">Not enough cash</span><</if>>
</article>
<<set _drug to "ecstasy">>
<<if not $DrugCatalog[_drug].qualities[$ShopSelection[_drug].quality]>>
<<set $ShopSelection[_drug].quality to 1>>
<</if>>
<<set _quality to Number($ShopSelection[_drug].quality || 1)>>
<<set _qty to Number($ShopSelection[_drug].qty || 1)>>
<<set _qKey to "quality" + _quality>>
<<set _invQty to Number((($inventory[_drug] || {})[_qKey]) || 0)>>
<<drugBuyQuote _supplier _drug _quality _qty>>
<article class="shop-card">
<div class="shop-card-top"><div class="shop-icon-wrap"><img src="ressources/drugs/ecstasy.webp" alt="Ecstasy icon"></div><div><h3 class="shop-card-title">Ecstasy</h3><p class="shop-card-sub">Buy by pack</p></div></div>
<div class="shop-qrow">
<span @class="'shop-qbtn ' + ($ShopSelection.ecstasy.quality is 1 ? 'active' : '')"><<link "Low">><<set $ShopSelection.ecstasy.quality to 1>><<goto _passage>><</link>></span>
<span class="shop-disabled">MID</span>
<span @class="'shop-qbtn ' + ($ShopSelection.ecstasy.quality is 3 ? 'active' : '')"><<link "High">><<set $ShopSelection.ecstasy.quality to 3>><<goto _passage>><</link>></span>
</div>
<div class="shop-line"><span>Quantity</span><span class="shop-stepper"><span class="shop-step-btn"><<link "-">><<set $ShopSelection.ecstasy.qty to Math.max(1, Number($ShopSelection.ecstasy.qty || 1) - 1)>><<goto _passage>><</link>></span><span class="shop-step-value"><<= _qty>></span><span class="shop-step-btn"><<link "+">><<set $ShopSelection.ecstasy.qty to Math.min(99, Number($ShopSelection.ecstasy.qty || 1) + 1)>><<goto _passage>><</link>></span></span></div>
<div class="shop-line"><span>Unit Price</span><span class="shop-price">$<<= ($BuyQuote and typeof $BuyQuote.unitCost !== "undefined") ? $BuyQuote.unitCost : 0>></span></div>
<div class="shop-line"><span>You Get</span><span class="shop-amount"><<= ($BuyQuote and typeof $BuyQuote.addedUnits !== "undefined") ? $BuyQuote.addedUnits : 0>> <<= ($BuyQuote and $BuyQuote.inventory_unit) ? $BuyQuote.inventory_unit : 'units'>></span></div>
<div class="shop-line"><span>Current Q<<= _quality>></span><span><<= _invQty>></span></div>
<<if $BuyQuote and $BuyQuote.ok>><span class="shop-btn"><<link "Buy">><<nobr>><<buyDrug _supplier "ecstasy" $ShopSelection.ecstasy.quality $ShopSelection.ecstasy.qty>><<goto _passage>><</nobr>><</link>></span><<else>><span class="shop-disabled">Not enough cash</span><</if>>
</article>
<<set _drug to "cocaine">>
<<if not $DrugCatalog[_drug].qualities[$ShopSelection[_drug].quality]>>
<<set $ShopSelection[_drug].quality to 1>>
<</if>>
<<set _quality to Number($ShopSelection[_drug].quality || 1)>>
<<set _qty to Number($ShopSelection[_drug].qty || 1)>>
<<set _qKey to "quality" + _quality>>
<<set _invQty to Number((($inventory[_drug] || {})[_qKey]) || 0)>>
<<drugBuyQuote _supplier _drug _quality _qty>>
<article class="shop-card">
<div class="shop-card-top"><div class="shop-icon-wrap"><img src="ressources/drugs/cocain.webp" alt="Cocaine icon"></div><div><h3 class="shop-card-title">Cocaine</h3><p class="shop-card-sub">Buy by lb</p></div></div>
<div class="shop-qrow">
<span @class="'shop-qbtn ' + ($ShopSelection.cocaine.quality is 1 ? 'active' : '')"><<link "Low">><<set $ShopSelection.cocaine.quality to 1>><<goto _passage>><</link>></span>
<span @class="'shop-qbtn ' + ($ShopSelection.cocaine.quality is 2 ? 'active' : '')"><<link "Mid">><<set $ShopSelection.cocaine.quality to 2>><<goto _passage>><</link>></span>
<span @class="'shop-qbtn ' + ($ShopSelection.cocaine.quality is 3 ? 'active' : '')"><<link "High">><<set $ShopSelection.cocaine.quality to 3>><<goto _passage>><</link>></span>
</div>
<div class="shop-line"><span>Quantity</span><span class="shop-stepper"><span class="shop-step-btn"><<link "-">><<set $ShopSelection.cocaine.qty to Math.max(1, Number($ShopSelection.cocaine.qty || 1) - 1)>><<goto _passage>><</link>></span><span class="shop-step-value"><<= _qty>></span><span class="shop-step-btn"><<link "+">><<set $ShopSelection.cocaine.qty to Math.min(99, Number($ShopSelection.cocaine.qty || 1) + 1)>><<goto _passage>><</link>></span></span></div>
<div class="shop-line"><span>Unit Price</span><span class="shop-price">$<<= ($BuyQuote and typeof $BuyQuote.unitCost !== "undefined") ? $BuyQuote.unitCost : 0>></span></div>
<div class="shop-line"><span>You Get</span><span class="shop-amount"><<= ($BuyQuote and typeof $BuyQuote.addedUnits !== "undefined") ? $BuyQuote.addedUnits : 0>> <<= ($BuyQuote and $BuyQuote.inventory_unit) ? $BuyQuote.inventory_unit : 'units'>></span></div>
<div class="shop-line"><span>Current Q<<= _quality>></span><span><<= _invQty>></span></div>
<<if $BuyQuote and $BuyQuote.ok>><span class="shop-btn"><<link "Buy">><<nobr>><<buyDrug _supplier "cocaine" $ShopSelection.cocaine.quality $ShopSelection.cocaine.qty>><<goto _passage>><</nobr>><</link>></span><<else>><span class="shop-disabled">Not enough cash</span><</if>>
</article>
<<set _drug to "heroin">>
<<if not $DrugCatalog[_drug].qualities[$ShopSelection[_drug].quality]>>
<<set $ShopSelection[_drug].quality to 1>>
<</if>>
<<set _quality to Number($ShopSelection[_drug].quality || 1)>>
<<set _qty to Number($ShopSelection[_drug].qty || 1)>>
<<set _qKey to "quality" + _quality>>
<<set _invQty to Number((($inventory[_drug] || {})[_qKey]) || 0)>>
<<drugBuyQuote _supplier _drug _quality _qty>>
<article class="shop-card">
<div class="shop-card-top"><div class="shop-icon-wrap"><img src="ressources/drugs/heroin.webp" alt="Heroin icon"></div><div><h3 class="shop-card-title">Heroin</h3><p class="shop-card-sub">Buy by lb</p></div></div>
<div class="shop-qrow">
<span @class="'shop-qbtn ' + ($ShopSelection.heroin.quality is 1 ? 'active' : '')"><<link "Low">><<set $ShopSelection.heroin.quality to 1>><<goto _passage>><</link>></span>
<span @class="'shop-qbtn ' + ($ShopSelection.heroin.quality is 2 ? 'active' : '')"><<link "Mid">><<set $ShopSelection.heroin.quality to 2>><<goto _passage>><</link>></span>
<span @class="'shop-qbtn ' + ($ShopSelection.heroin.quality is 3 ? 'active' : '')"><<link "High">><<set $ShopSelection.heroin.quality to 3>><<goto _passage>><</link>></span>
</div>
<div class="shop-line"><span>Quantity</span><span class="shop-stepper"><span class="shop-step-btn"><<link "-">><<set $ShopSelection.heroin.qty to Math.max(1, Number($ShopSelection.heroin.qty || 1) - 1)>><<goto _passage>><</link>></span><span class="shop-step-value"><<= _qty>></span><span class="shop-step-btn"><<link "+">><<set $ShopSelection.heroin.qty to Math.min(99, Number($ShopSelection.heroin.qty || 1) + 1)>><<goto _passage>><</link>></span></span></div>
<div class="shop-line"><span>Unit Price</span><span class="shop-price">$<<= ($BuyQuote and typeof $BuyQuote.unitCost !== "undefined") ? $BuyQuote.unitCost : 0>></span></div>
<div class="shop-line"><span>You Get</span><span class="shop-amount"><<= ($BuyQuote and typeof $BuyQuote.addedUnits !== "undefined") ? $BuyQuote.addedUnits : 0>> <<= ($BuyQuote and $BuyQuote.inventory_unit) ? $BuyQuote.inventory_unit : 'units'>></span></div>
<div class="shop-line"><span>Current Q<<= _quality>></span><span><<= _invQty>></span></div>
<<if $BuyQuote and $BuyQuote.ok>><span class="shop-btn"><<link "Buy">><<nobr>><<buyDrug _supplier "heroin" $ShopSelection.heroin.quality $ShopSelection.heroin.qty>><<goto _passage>><</nobr>><</link>></span><<else>><span class="shop-disabled">Not enough cash</span><</if>>
</article>
</div>
</section>
</div>
<<vndialogbox>>
<<vnactions>>
<div class="action-link alt">
<<link "Refresh Offer">><<set $LastShopAction to { message: "Stock refreshed. Same pricing, fresh packs." }>><<goto _passage>><</link>>
</div>
<div class="action-link">
<<link "Pay Debt $500">><<payDrugDebt 500>><<goto _passage>><</link>>
</div>
<div class="action-link warn">
<<link "Leave Shop">><<goto "Den">><</link>>
</div>
<</vnactions>>
<<vnmeta>>
<div class="meta">
<span class="meta-item">Cash: $<<shopCash>></span>
<span class="meta-item">Debt: $<<= Number($DrugDebt.outstanding || 0)>></span>
<span class="meta-item">Supplier: The Den</span>
</div>
<</vnmeta>>
<<vnline "damir" "" "left">>
<<= ($LastShopAction and $LastShopAction.message) ? $LastShopAction.message : "Pick your product and keep it moving.">>
<</vnline>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $opportunities.druglord.damirrequest is 3 && $opportunities.druglord.enforcerjobsdone gte 5 && $opportunities.druglord.level gte 15>>
<<goto "vitalyybigscore">>
<</if>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline dimon key:dimonquestions>>Can I help you?<</vnline>>
<<vnactionsat "dimonquestions">>
<<if $chars.dimon.questions[1] is 0>>
<div class="action-link">[[Where were you when the shipment got raided?|dimonquestions][$question to 1;$chars.dimon.questions[1] to 1]]</div>
<</if>>
<<if $chars.dimon.questions[2] is 0>>
<div class="action-link">[[Did you tell anyone about the shipment?|dimonquestions][$question to 2;$chars.dimon.questions[2] to 1]]</div>
<</if>>
<<if $chars.dimon.questions[3] is 0>>
<div class="action-link">[[When was the last time you spoke to a cop?|dimonquestions][$question to 3;$chars.dimon.questions[3] to 1]]</div>
<</if>>
<<if $chars.dimon.questions[4] is 0>>
<div class="action-link">[[How do you think the cops found out about the shipment?|dimonquestions][$question to 4;$chars.dimon.questions[4] to 1]]</div>
<</if>>
<<if $chars.dimon.questions[5] is 0 && $chars.dimon.questions[4] is 1>>
<div class="action-link">[[Why do you think there are bugs listening to you?|dimonquestions][$question to 5;$chars.dimon.questions[5] to 1]]</div>
<</if>>
<<if $chars.dimon.questions[6] is 0 && $chars.kaito.questions[1] is 1>>
<div class="action-link">[[Does Kaito often sell at night?|dimonquestions][$question to 6;$chars.dimon.questions[6] to 1]]</div>
<</if>>
<<if $chars.dimon.questions[7] is 0 && ($chars.kaito.questions[9] is 1 || $chars.julio.questions[6] is 1)>>
<div class="action-link">[[Where does Kaito sell at when he sells at night?|dimonquestions][$question to 7;$chars.dimon.questions[7] to 1]]</div>
<</if>>
<<if Object.values($chars.dimon.questions).includes(1)>>
<div class="action-link alt">[[Accuse Dimon|accuse dimon]]</div>
<</if>>
<div class="action-link warn">[[Leave|Beach]]</div>
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>><<nobr>><<widget "initDrugOpportunity">>
<<set _do to (setup.DrugOpportunity ? setup.DrugOpportunity : window.DrugOpportunity)>>
<<if _do>>
<<set _noop to _do.init()>>
<</if>>
<</widget>>
<<widget "startDrugShift">>
<<set _loc to _args[0]>>
<<set _hours to _args[1]>>
<<set _do to (setup.DrugOpportunity ? setup.DrugOpportunity : window.DrugOpportunity)>>
<<if _do and _loc>>
<<set $CurrentShift to _do.startShift(_loc, _hours)>>
<</if>>
<</widget>>
<<widget "spawnDrugCustomer">>
<<set _do to (setup.DrugOpportunity ? setup.DrugOpportunity : window.DrugOpportunity)>>
<<if _do>>
<<set $CurrentCustomer to _do.spawnNextCustomer()>>
<<set $CurrentCustomerGreeting to $CurrentCustomerGreeting>>
<<set $CurrentSalePlan to $CurrentSalePlan>>
<</if>>
<</widget>>
<<widget "refreshSalePlan">>
<<set _do to (setup.DrugOpportunity ? setup.DrugOpportunity : window.DrugOpportunity)>>
<<if _do>>
<<set $CurrentSalePlan to _do.refreshCurrentSalePlan()>>
<</if>>
<</widget>>
<<widget "drugAction">>
<<set _action to _args[0]>>
<<set _units to _args[1]>>
<<set _drug to _args[2]>>
<<set _quality to _args[3]>>
<<set _do to (setup.DrugOpportunity ? setup.DrugOpportunity : window.DrugOpportunity)>>
<<if _do and _action>>
<<set $LastEncounter to _do.handleEncounterAction(_action, {
sale: {
units: _units,
drugKey: _drug,
quality: _quality,
locationId: $ActiveLocation
}
})>>
<</if>>
<</widget>>
<<widget "checkInventoryForPlan">>
<<set _do to ((typeof setup !== 'undefined' && setup.DrugOpportunity) ? setup.DrugOpportunity : window.DrugOpportunity)>>
<<set $CanFulfillPlan to false>>
<<set $SubstituteOffer to null>>
<<run
(function () {
var vars = State.variables || {};
var plan = vars.CurrentSalePlan || null;
var inv = vars.inventory || {};
var api = (typeof setup !== "undefined" && setup.DrugOpportunity) ? setup.DrugOpportunity : window.DrugOpportunity;
if (!plan || !plan.drugKey) {
vars.CanFulfillPlan = false;
vars.SubstituteOffer = null;
return;
}
if (api && typeof api.canFulfillPlan === "function") {
vars.CanFulfillPlan = !!api.canFulfillPlan(plan);
} else {
var qKey = "quality" + plan.quality;
var qty = Number(((inv[plan.drugKey] || {})[qKey]) || 0);
vars.CanFulfillPlan = qty >= Number(plan.units || 1);
}
if (api && typeof api.pickInventoryOffer === "function") {
vars.SubstituteOffer = api.pickInventoryOffer() || null;
} else {
var neededUnits = Number(plan.units || 1);
var found = null;
Object.keys(inv).some(function (drugKey) {
var byDrug = inv[drugKey] || {};
return Object.keys(byDrug).some(function (qKey) {
var qty = Number(byDrug[qKey] || 0);
var quality = Number(String(qKey).replace("quality", ""));
if (!Number.isFinite(quality) || qty < neededUnits) return false;
if (drugKey === plan.drugKey && quality === Number(plan.quality)) return false;
found = { units: neededUnits, drugKey: drugKey, quality: quality };
return true;
});
});
vars.SubstituteOffer = found;
}
})();
>>
<</widget>>
<<widget "payDrugDebt">>
<<set _amount to Number(_args[0] || 0)>>
<<set _do to ((typeof setup !== "undefined" && setup.DrugOpportunity) ? setup.DrugOpportunity : window.DrugOpportunity)>>
<<if _do and typeof _do.payDrugDebt is "function">>
<<set $LastDebtAction to _do.payDrugDebt(_amount)>>
<<set $LastShopAction to $LastDebtAction>>
<</if>>
<</widget>>
<<widget "endDrugShift">>
<<set _do to (setup.DrugOpportunity ? setup.DrugOpportunity : window.DrugOpportunity)>>
<<if _do>>
<<set $CompletedShift to _do.endShift()>>
<</if>>
<</widget>>
<<widget "shiftDrugLabel">>
<<set _d to String(_args[0] || "")>>
<<if _d is "ecstasy">>Ecstasy
<<elseif _d is "cocaine">>Cocaine
<<elseif _d is "heroin">>Heroin
<<elseif _d is "pills">>Pills
<<else>>Weed<</if>>
<</widget>>
<<widget "shiftQualityLabel">>
<<set _q to Number(_args[0] || 1)>>
<<if _q lte 1>>Low
<<elseif _q is 2>>Medium
<<else>>High<</if>>
<</widget>>
<<widget "shiftInvQtyClass">>
<<set _qty to Number(_args[0] || 0)>>
<<if _qty is 0>>qty-zero
<<elseif _qty lte 3>>qty-low
<<elseif _qty gte 8>>qty-high
<<else>><</if>>
<</widget>>
<<widget "renderShiftHUD">>
<<if not $ShiftUI>>
<<set $ShiftUI to { inventoryOpen: false }>>
<</if>>
<<set _locationId to $ActiveLocation || ($CurrentShift ? $CurrentShift.locationId : "")>>
<<set _locationHeatMap to $LocationHeat || {}>>
<<set _heat to Number((_locationId and typeof _locationHeatMap[_locationId] !== "undefined") ? _locationHeatMap[_locationId] : ($Heat || 0))>>
<<set _heatPct to Math.max(0, Math.min(100, _heat))>>
<<set _heatState to (_heatPct gte 85 ? " critical" : (_heatPct gte 65 ? " danger" : (_heatPct gte 35 ? " warning" : "")))>>
<<set _cash to 0>>
<<if $chars and $chars.player and typeof $chars.player.money !== "undefined">>
<<set _cash to Number($chars.player.money || 0)>>
<<elseif typeof chars !== "undefined" and chars and chars.player and typeof chars.player.money !== "undefined">>
<<set _cash to Number(chars.player.money || 0)>>
<<elseif typeof $Cash !== "undefined">>
<<set _cash to Number($Cash || 0)>>
<<elseif typeof $Money !== "undefined">>
<<set _cash to Number($Money || 0)>>
<</if>>
<div class="shift-hud-wrap">
<div class="shift-hud-row">
<div class="shift-hud-chips">
<<if $CurrentShift>>
<span class="shift-chip">Shift <<= $CurrentShift.duration_hours>>h</span>
<span class="shift-chip">Progress <<= $CurrentShift.completed_count>>/<<= $CurrentShift.target_customers>></span>
<<else>>
<span class="shift-chip">No Active Shift</span>
<</if>>
<span class="shift-chip">Cash $<<= _cash>></span>
<span class="shift-chip heat">
<span><<if _locationId>><<= _locationId>> <</if>>Heat <<= Math.round(_heat)>></span>
<span class="shift-heat-bar"><span @class="'shift-heat-fill' + _heatState" @style="'width:' + _heatPct + '%'"></span></span>
</span>
</div>
<div>
<<if $ShiftUI.inventoryOpen>>
<<link "Inventory - Hide">>
<<set $ShiftUI.inventoryOpen to false>>
<<run Engine.play(State.passage)>>
<</link>>
<<else>>
<<link "Inventory - Show">>
<<set $ShiftUI.inventoryOpen to true>>
<<run Engine.play(State.passage)>>
<</link>>
<</if>>
</div>
</div>
<<if $ShiftUI.inventoryOpen>>
<div class="shift-inv-panel">
<div class="shift-inv-grid">
<<set _drugs to Object.keys($inventory || {}).filter(function(k) {
var d = ($inventory || {})[k];
return d && typeof d === 'object' && Object.keys(d).some(function(qk) { return qk.indexOf('quality') === 0; });
})>>
<<for _i = 0; _i < _drugs.length; _i++>>
<<set _drugKey to _drugs[_i]>>
<<set _byDrug to $inventory[_drugKey] || {}>>
<section class="shift-inv-card">
<h4 class="shift-inv-title"><<shiftDrugLabel _drugKey>></h4>
<ul class="shift-inv-levels">
<<for _q = 1; _q <= 3; _q++>>
<<set _qKey to "quality" + _q>>
<<set _qty to Number(_byDrug[_qKey] || 0)>>
<<set _qClass to "">>
<<if _qty is 0>>
<<set _qClass to "qty-zero">>
<<elseif _qty lte 3>>
<<set _qClass to "qty-low">>
<<elseif _qty gte 8>>
<<set _qClass to "qty-high">>
<</if>>
<li>
<span class="shift-inv-label"><<shiftQualityLabel _q>></span>
<span @class="'shift-inv-qty ' + _qClass"><<= _qty>> oz</span>
</li>
<</for>>
</ul>
</section>
<</for>>
</div>
</div>
<</if>>
</div>
<</widget>>
<<widget "drugBuyQuote">>
<<set _supplier to _args[0]>>
<<set _drug to _args[1]>>
<<set _quality to Number(_args[2] || 1)>>
<<set _qty to Number(_args[3] || 1)>>
<<set _do to ((typeof setup !== "undefined" && setup.DrugOpportunity) ? setup.DrugOpportunity : window.DrugOpportunity)>>
<<if _do and _supplier and _drug>>
<<set $BuyQuote to _do.getDrugBuyQuote({
supplierId: _supplier,
drugKey: _drug,
quality: _quality,
qty: _qty
})>>
<</if>>
<</widget>>
<<widget "canBuyDrug">>
<<set _supplier to _args[0]>>
<<set _drug to _args[1]>>
<<set _quality to Number(_args[2] || 1)>>
<<set _qty to Number(_args[3] || 1)>>
<<set _do to ((typeof setup !== "undefined" && setup.DrugOpportunity) ? setup.DrugOpportunity : window.DrugOpportunity)>>
<<if _do and _supplier and _drug>>
<<set $CanBuyDrug to _do.canBuyDrug({
supplierId: _supplier,
drugKey: _drug,
quality: _quality,
qty: _qty
})>>
<</if>>
<</widget>>
<<widget "buyDrug">>
<<set _supplier to _args[0]>>
<<set _drug to _args[1]>>
<<set _quality to Number(_args[2] || 1)>>
<<set _qty to Number(_args[3] || 1)>>
<<set _do to ((typeof setup !== "undefined" && setup.DrugOpportunity) ? setup.DrugOpportunity : window.DrugOpportunity)>>
<<if _do and _supplier and _drug>>
<<set $LastShopAction to _do.buyDrug({
supplierId: _supplier,
drugKey: _drug,
quality: _quality,
qty: _qty
})>>
<</if>>
<</widget>>
<<widget "dismissCustomer">>
<<set _do to ((typeof setup !== "undefined" && setup.DrugOpportunity) ? setup.DrugOpportunity : window.DrugOpportunity)>>
<<if _do and typeof _do.dismissCustomer is "function">>
<<run _do.dismissCustomer()>>
<</if>>
<</widget>>
<<widget "specialChoice">>
<<set _choiceId to _args[0]>>
<<set _do to ((typeof setup !== "undefined" && setup.DrugOpportunity) ? setup.DrugOpportunity : window.DrugOpportunity)>>
<<if _do and _choiceId and typeof _do.handleSpecialChoice is "function">>
<<set _specResult to _do.handleSpecialChoice(_choiceId)>>
<</if>>
<</widget>>
<<widget "shopCash">>
<<set _do to ((typeof setup !== "undefined" && setup.DrugOpportunity) ? setup.DrugOpportunity : window.DrugOpportunity)>>
<<set _cash to 0>>
<<if _do and typeof _do.getPlayerCash is "function">>
<<set _cash to Number(_do.getPlayerCash() || 0)>>
<</if>>
<<= _cash>>
<</widget>><</nobr>>
<<nobr>>
<<set $ShiftBusted to false>>
<section class="bust-wrap">
<article class="bust-panel">
<h2 class="bust-title">Busted</h2>
<<if $BustResult>>
<<if $BustResult.location_id is "campus">>
<p class="bust-sub"><<= $BustResult.customer_name>> was Campus Police. You get trespassed from the campus and told that you aren’t allowed back. They do give you the option to do some community service by cleaning up the campus. That should help clear this up, if you have the time.</p>
<<set $opportunities.druglord.CampusBusted to 1>>
<<set $LocationHeat.campus to 0>>
[img["ressources/cg/campuscaught.webp"]]
<<elseif $BustResult.location_id is "industrial">>
<p class="bust-sub"><<= $BustResult.customer_name>> was an undercover cop. After a quick search, they took your weed and dumped it. Seems like bringing you into the station isn’t worth their time, though. Once they’re finished stripping you of product, they leave you be. Certainly could have gone worse.</</p>
<<set $inventory.weed.quality1 to 0>>
<<set $inventory.weed.quality2 to 0>>
<<set $inventory.weed.quality3 to 0>>
<<set $LocationHeat.industrial to 0>>
[img["ressources/cg/slumscaught.webp"]]
<<else>>
<p class="bust-sub"><<= $BustResult.customer_name>> was a cop. Heat is gone, so is your stash.</p>
<</if>>
<<else>>
<p class="bust-sub">You walked right into a sting. Heat is gone, so is your stash.</p>
<</if>>
<div class="bust-outcome">
<span class="meta-item status status-bad">Heat reset to 0</span>
</div>
<div class="shift-actions">
<div class="action-link">
[[Leave the area|CityMap]]
</div>
</div>
</article>
</section>
<</nobr>><<nobr>><<vndialogbox>>
<<vnline damir>>Not me today. Boss wants to see you. Upstairs.<</vnline>>
<<vnline narrator key:whiskey_cg>>Damir doesn’t even look you in the eye. He just points to the office area, up the stairs and towards the back of the building. It’s a pretty worrying sensation to be told that the boss wants to see you. When you don’t know what the reason is, it’s always the worst possible scenarios that come to mind first. But when you try to think of what you might have done wrong, nothing comes to mind. You head up the metal stairs and make your way through until you reach Vitalyy’s office. You knock on the door and only walk in when you hear his invitation. Vitalyy’s office is nice. A little plain for someone with his money and stature, but it’s so clean and organized. It makes you wonder how much he actually uses it. Nothing at all seems out of place. Except Vitalyy himself, who is as always dressed like a man of great wealth. He slides a glass of liquor across his desk towards you as you walk in.<</vnline>>
<<vnmediateat "whiskey_cg">>
[img[ressources/cg/whiskey.webp]]
<</vnmediateat>>
<<vnline vitalyy>>Sit. Drink.<</vnline>>
<<vnline narrator>>You sit down and take a sip. It’s whiskey, and shockingly high quality whiskey at that. It goes down too smooth. <</vnline>>
<<vnline player>>This is really good whiskey.<</vnline>>
<<vnline vitalyy>>I agree. That is why I bought them. It is the only way to be sure that they never change their product.<</vnline>>
<<vnline player>>And now you get it for free as well.<</vnline>>
<<vnline vitalyy>>No. You do not take your own product for free. That is poor business. Like your people say, ‘You do not shit where you eat.’ That is the saying, yes?<</vnline>>
<<vnline player>>I’m not sure that is exactly what it means. But yeah we say that, now and then.<</vnline>>
<<vnline vitalyy>>It is not important. What is, is that we have an informant in our ranks.<</vnline>>
<<vnline narrator>>Your stomach sinks instantly.<</vnline>>
<<vnline player>>I hope you don’t think it’s me.<</vnline>>
<<vnline vitalyy>>I do not. Why would you think that I did?<</vnline>>
<<vnline player>>You called me in here. I thought it might be for something I did wrong.<</vnline>>
<<vnline vitalyy>>I do not invite people I think have wronged me to my office. I do not even speak to people who have wronged me. I have others handle it for me.<</vnline>>
<<vnline narrator>>He gives a you a knowing look, telling you all that you need to know.<</vnline>>
<<vnline player>>You want me to get rid of the informant.<</vnline>>
<<vnline vitalyy>>I’m glad that you have offered your assistance. You will find the informant at the Coast. We are not certain who it is. You will have to discover that for us as well. The only lead we have, is that one of the three men we have there, informed local law enforcement of a shipment of ours. It was raided and seized. They all knew the time, and the place. Press them until you discover the traitor. Then remove them. I do not care how it is done. I do not care to learn about it after. Simply tell Damir when it is completed.<</vnline>>
<<vnline player>>Understood.<</vnline>>
<<vnline narrator>>There is a brief silence as you and Vitalyy nod to one another. Fully understanding what has to be done.<</vnline>>
<<vnline vitalyy>>You may go.<</vnline>>
<<vnline narrator>>You head out of the office and back down those metal stairs. You’re about to leave when you hear Damir call out to you.<</vnline>>
<<vnactionsat "need_product">>
<div class="action-link alt">[[Yes|DamirShop]]</div>
<div class="action-link">[[No thanks|CityMap]]</div>
<</vnactionsat>>
<<vnline damir key:need_product>>Wait. You still need product? <<set $opportunities.druglord.vitalyysfirstmission to 1>><</vnline>>
<</vndialogbox>><</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator key:three_men_cg>>The Coast is one of the tougher places to sell at. With so much more money flowing through this part of the city, it draws in a lot more crime, which in turn causes an increase in police presence. So it’s obvious that any informant that tries to get inside of the organization would do so here. Most of the men meet under the pier. It’s the only place around where there is cover, and the waves mask any conversation had. Walking along the beach and by the algae covered wooden beams, you find three men hanging out against the concrete wall opposite from the water that helps hold the entire pier up. <</vnline>>
<<vnmediateat "three_men_cg">>
[img[ressources/cg/three_men.webp]]
<</vnmediateat>>
<<vnline narrator>>One of the three men notice you and taps the shoulder of another. The one he tapped turns and sees you, walking over to greet you before you get any closer.<</vnline>>
<<vnline dimon>>Hey, whachu need?<</vnline>>
<<vnline player>>I work for Vitalyy. I need to talk to you three.<</vnline>>
<<vnline dimon>>Oh hell man.<</vnline>>
<<vnline narrator>>He suddenly turns and calls over the other two.<</vnline>>
<<vnline dimon>>Get over here pendejos.<</vnline>>
<<vnline narrator>>He turns back to you.<</vnline>>
<<vnline dimon>>I’m Dimon. This is Julio and Kaito.<</vnline>>
<<vnline player>>I’m <<print $chars.player.firstName>>. Not really here for the introduction though. I’m just here to ask a few questions about the shipment that got raided. After that, I’ll leave you three be. Okay?<</vnline>>
<<vnline narrator key:leaving>>All three of them nod in understanding. You’ll need to speak to all three individually to get the answers you want. And remember, they all knew about the time and place of the shipment. You’ll need to catch one of them in a lie to figure out who is the informant. <<set $opportunities.druglord.vitalyysfirstmission to 2>><</vnline>>
<<vnactionsat "leaving">>
<div class="action-link alt">[[Continue|Beach]]</div>
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set _passage to "Electronics store">>
<<set _cash to Number(($chars and $chars.player and typeof $chars.player.money !== "undefined") ? $chars.player.money : 0)>>
<<set _unitPrice to 1200>>
<<set _alreadyOwned to Number($inventory.electronics.computer || 0) gte 1>>
<div id="giftshop" class="shop-page-wrap">
<section class="shop-center-panel">
<div class="shop-head">
<div>
<h2>Electronics Store</h2>
<p class="shop-note">High-end electronics. All sales final.</p>
</div>
<span class="shop-chip">Cash $<<= _cash>></span>
</div>
<div class="gift-icon-row">
<article class="gift-item">
<<if _alreadyOwned>>
<span class="gift-buy disabled"><img src="ressources/icons/electronics/computer.webp" alt="Computer"></span>
<<elseif _cash gte _unitPrice>>
<span class="gift-buy"><<link "<img src='ressources/icons/electronics/computer.webp' alt='Computer'>">><<baseSpendMoney _unitPrice>><<set $inventory.electronics.computer to 1>><<set $LastGiftShopAction to { message: "Enjoy your new computer." }>><<goto _passage>><</link>></span>
<<else>>
<span class="gift-buy disabled"><img src="ressources/icons/electronics/computer.webp" alt="Computer"></span>
<</if>>
<p class="gift-name">Computer</p>
<p class="gift-meta"><<if _alreadyOwned>>Already owned<<else>>$1,200<</if>></p>
</article>
</div>
</section>
</div>
<<vndialogbox>>
<<vnactions>>
<div class="action-link warn">[[Leave Shop|Mall]]</div>
<</vnactions>>
<<vnmeta>>
<div class="meta">
<span class="meta-item">Cash: $<<baseCash>></span>
<span class="meta-item">Shop: Electronics Store</span>
</div>
<</vnmeta>>
<<vnline "Clerk" "" "left">>
<<= ($LastGiftShopAction and $LastGiftShopAction.message) ? $LastGiftShopAction.message : "Looking for something specific?">>
<</vnline>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set $scene to 0>>
<<set _hasGifts = Object.values($inventory.gifts).some(function(num) { return num > 0; })>>
<<set _hasCoffee = Object.values($inventory.coffee).some(function(num) { return num > 0; })>>
<<if $chars.emilia.objectives.stage_one.completed is 0 && $chars.emilia.relation >= 5 && $chars.emilia.location is "Night Club" && $chars.emilia.objectives.introduction.completed is 1>>
<<set $chars.emilia.objectives.stage_one.completed to 1>><<goto "emilia_stageone">>
<</if>>
<<if $chars.emilia.objectives.stage_two.steps.step_two.completed is 1 && $chars.emilia.objectives.stage_two.steps.step_three.completed is 0 && $chars.emilia.location is "Emilia's Apartment">>
<<set $scene to 0>><<goto "emilia_stage_two_step_three">>
<</if>>
<<if $chars.emilia.objectives.stage_four.steps.step_one.completed is 1 && $chars.emilia.location is "Emilia's Apartment">><<goto "emilia_stage_four_step_two">><</if>>
<<if $chars.emilia.objectives.stage_two.steps.step_one.completed is 0 && $chars.emilia.relation >= 15 && $chars.emilia.location is "Coffee Shop" && $chars.emilia.objectives.stage_one.completed is 1>>
<<set $chars.emilia.objectives.stage_two.steps.step_one.completed to 1>><<goto "emilia_stage_two_step_one">>
<</if>>
<<set _discussion to [0,1,2]>>
<<vndialogbox>>
<<vnline emilia key:talkactions>>What're you up to <<print $chars.player.firstName>>?<</vnline>>
<<vnactionsat "talkactions">>
[[Talk to Emilia|emilia_talk][$scene to 1;$discussion to _discussion.random()]]
<<if $chars.emilia.objectives.stage_two.completed is 1 && ($period is 4 || $period is 5 || $period is 0)>>[[Wanna go out together somewhere?|emilia_date][$scene to 0]]<</if>>
[[Ask Emilia|emilia_ask][$scene to 0]]
<<if $chars.emilia.objectives.stage_two.steps.step_four.completed is 1 && $chars.emilia.objectives.stage_three.completed is 0 && $chars.emilia.relation gte 35 && $chars.emilia.date_count gte 2>>
[[Ask Emilia out|emilia_stage_three][$scene to 0]]
<</if>>
<<if _hasGifts>>[[Give Emilia a gift|emiliagift]]<</if>>
<<if _hasCoffee>>[[Give a coffee to Emilia|emiliacoffee]]<</if>>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<setCharLocationClass "emilia">>
<</nobr>><<if $chars.emilia.objectives.stage_two.steps.step_two.completed is 1 && $chars.emilia.objectives.stage_two.steps.step_three.completed is 0 && $chars.emilia.location is "Emilia's Apartment">>
<<set $scene to 0>><<goto "emilia_stage_two_step_three">>
<</if>><<nobr>>
<<vndialogbox>>
<<vnline narrator>><<if $chars.player.doneenforcerjob is 0>>Pick the job you'd like to do<<else>> You have already done an enforce job today go get some rest<</if>><</vnline>>
<<vnactions>>
<<if $chars.player.doneenforcerjob is 0>>
[[Rob some place|robberyjob][$doneenforcerjob to 1]]
[[Give a competitor a visit|competitorjob][$doneenforcerjob to 1]]
[[Time for some smuggling|smugglingjob]]
<<else>>
<</if>>
<<if $opportunities.druglord.initiation gte 3 && $opportunities.druglord.level gte 8 && $opportunities.druglord.enforcerjobsdone gte 2 && $opportunities.druglord.vitalyysfirstmission is 0>>
[[Vitalyy has a mission for you|DrugLordFirstMission1]]
<</if>>
[[Leave|Den]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $chars.mei.objectives.introduction.completed is 0 && $chars.mei.location is "Fan Industries Shop">>
<<set $scene to 0>><<goto "mei_introduction">>
<</if>>
<<if $chars.mei.objectives.introduction.completed is 1 && $chars.mei.objectives.stage_one.completed is 0 && $chars.mei.relation gte 10 && $chars.mei.location is "Fan Industries Shop">>
<<set $scene to 0>><<goto "mei_stage_one">>
<</if>>
<<if $chars.mei.objectives.stage_two.completed is 1 && $chars.mei.objectives.stage_three.completed is 0 && $chars.mei.relation gte 35 && $chars.mei.location is "Fan Industries Shop">>
<<set $scene to 0>><<goto "mei_stage_three">>
<</if>>
<<vndialogbox>>
<<vnline narrator>>There is nothing to do here at the moment<</vnline>>
<<vnactions>>
<<if $chars.mei.location is "Fan Industries Shop">>[[Talk to Mei|Mei]]<</if>>
<<if $chars.mei.objectives.stage_one.completed is 1 && $chars.mei.pitch_call_success is 0>>
[[📞 Help Mei sell her inventions|mei_pitch_tutorial]]
<</if>>
[[Leave|Mall]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set _hasGifts = Object.values($inventory.gifts).some(function(num) { return num > 0; })>>
<<set _hasCoffee = Object.values($inventory.coffee).some(function(num) { return num > 0; })>>
<<set _discussion to [0,1,2]>>
<<vndialogbox>>
<<vnline farah key:talkactions>>What're you up to <<print $chars.player.firstName>>?<</vnline>>
<<vnactionsat "talkactions">>
<<if $chars.farah.objectives.stage_four.completed is 1 && $chars.farah.objectives.stage_five.completed is 0 && $chars.farah.relation gte 65 && $chars.farah.date_count gte 1 && $chars.player.charisma gte 2>>
[[Go to a party with Farah|farah_stage5][$scene to 0]]
<</if>>
[[Talk to Farah|farah_talk][$scene to 1;$discussion to _discussion.random()]]
<<if $chars.farah.objectives.stage_four.completed is 1>>[[Ask Farah on a Date|farahrestaurantdate][$scene to 0]]<</if>>
[[Ask Farah|farah_ask][$scene to 0]]
<<if _hasGifts>><<if $chars.farah.objectives.stage_two.completed is 1 && $chars.farah.objectives.stage_three.completed is 0 && $chars.farah.relation gte 30>> <div class="action-link alt">[[Gift Farah|farah_stage3][$scene to 0]]</div><<else>>[[Give Farah a gift|farahgift]]<</if>><</if>>
<<if _hasCoffee>> [[Give a coffee to Farah|farahcoffee]]<</if>>
[[Leave|CityMap][$scene to 0]]
<<if $chars.farah.objectives.stage_three.completed is 1 && $chars.farah.objectives.stage_four.completed is 0 && $chars.farah.relation gte 45 && $chars.player.housing isnot "Alley">>
[[Ask Farah out on a date|farah_stage4][$scene to 0]]
<</if>>
<</vnactionsat>>
<</vndialogbox>>
<<setCharLocationClass "farah">>
<</nobr>><<nobr>>
<<vndialogbox>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<<vnline narrator>>Our beautiful city's ferry wheel<</vnline>>
<<vnactions>>
<<if $chars.marleen.path is "no" && $chars.marleen.objectives.stage_two_no.completed is 1 && $chars.marleen.has_ring is 0>>
[[Fish for Marleen's ring|marleen_fish_ring][$scene to 0]]
<</if>>
[[Leave|Coast]]
<</vnactions>>
<</vndialogbox>>
<<if $chars.marleen.path is "no" && $chars.marleen.objectives.stage_one.completed is 1 && $chars.marleen.objectives.stage_two_no.completed is 0 && $chars.marleen.relation gte 30 && $chars.marleen.location is "Ferry Wheel">>
<<set $scene to 0>><<goto "marleen_stage_two_no">>
<</if>>
<</nobr>><<nobr>>
<div id="intro-bg" class="menu-stage">
<div class="neon-backdrop" aria-hidden="true"></div>
<div class="splash-screen" id="splashScreen" tabindex="0" aria-label="Continue to the main menu">
<img class="background-splash" src="ressources/backgrounds/main.webp" alt="Neon-tinged Denlaw skyline">
<div class="splash-overlay">
<img class="splash-logo" src="ressources/logos/vg.png" alt="Volen Games logo">
<span class="splash-eyebrow">Volen Games Presents</span>
<h1>Another Path</h1>
<span class="splash-hint">Click anywhere to continue</span>
<span class="menu-disclaimer">Disclaimer: All characters depicted in this game are fictional and are intended to be eighteen (18) years of age or older. Visual content may be created using 3D software, digital illustration, realistic rendering, image editing, and/or artificial intelligence-assisted tools. Some assets may have been obtained from third-party marketplaces or asset libraries and remain the property of their respective rights holders, subject to the applicable licenses or terms of use. No real person was intentionally used as the direct likeness, model, or visual reference for any AI-generated or AI-assisted character content. If you believe that any image, asset, or other material infringes upon your rights, please contact us at [[Contact page|https://another-path.com/contact]]. More details [[Terms & Conditions|https://another-path.com/terms]]</span>
</div>
</div>
<div class="menu-layout" id="menuShell">
<div class="menu-card">
<p class="eyebrow">Chapter 00</p>
<h1 class="menu-title">Choose your path</h1>
<p class="menu-text">
It’s time to shape your own legacy. When opportunities present themselves to you, will you seize them? That is the question at the heart of your journey through Another Path. After making your character, you will be introduced to the world and your mission. Set loose on the historic city of Denlaw. You are encouraged to explore every place that you can. You never know what, or who you might find. Including opportunities to earn money, to grow your legacy, and to spend time with interesting people. Feel free to click begin, when you’re ready.
</p>
<div class="primary-actions">
<button class="menu-button primary" data-menu-action="start">Start a new game</button>
<button class="menu-button ghost" data-menu-action="load" onclick="SugarCube.UI.saves()"> Load a save</button>
</div>
<div class="secondary-actions">
<button class="menu-link" data-menu-action="credits">
<span>Behind the scenes</span>
<strong>Credits</strong>
</button>
<button class="menu-link" data-menu-action="discord">
<span>Stay connected</span>
<strong>Join our community on Discord</strong>
</button>
<button class="menu-link" data-menu-action="support">
<span>Keep it alive</span>
<strong>Support the game</strong>
</button>
</div>
</div>
<div class="feature-callout">
<h3>Your legacy so far</h3>
<ul>
<li>Customized protagonists with evolving reputations</li>
<li>Branching story arcs and gallery encounters</li>
</ul>
<span class="menu-disclaimer">Disclaimer: All characters depicted in this game are fictional and are intended to be eighteen (18) years of age or older. Visual content may be created using 3D software, digital illustration, realistic rendering, image editing, and/or artificial intelligence-assisted tools. Some assets may have been obtained from third-party marketplaces or asset libraries and remain the property of their respective rights holders, subject to the applicable licenses or terms of use. No real person was intentionally used as the direct likeness, model, or visual reference for any AI-generated or AI-assisted character content. If you believe that any image, asset, or other material infringes upon your rights, please contact us at [[Contact page|https://another-path.com/contact]]. More details [[Terms & Conditions|https://another-path.com/terms]]</span>
</div>
</div>
</div>
<</nobr>><<nobr>>
<<vndialogbox>>
<<applyHousingClass>>
<<vnline narrator>>You are suddenly struck with a bout of intense exhaustion. Your eyelids grow heavy. Your muscles grow weak. Your mind becomes cloudy. You do all that you can to get back home and climb into bed, passing out into a deep slumber. You awake the moment the sun funnels in between the shades of your window. It is time to start the day. You should pay closer attention to the clock next time!<</vnline>>
<<vnactions>>
[[Get up|CityMap]]
<</vnactions>>
<</vndialogbox>>
<<if $gameDate.getUTCHours() > 7>>
<<set $gameDate.setUTCDate($gameDate.getUTCDate() + 1)>>
<</if>>
<<set $gameDate.setUTCHours(7)>>
<<set $gameDate.setUTCMinutes(0)>>
<<set $day += 1>>
<<dayreset>>
<</nobr>><<nobr>>
<<if $EncounterPhase is "approach">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain>>
Yohooooo dude what's going on? Got any bud on you?
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain>>
Hey broski. I'm over at the Gamma house. We need some serious shit for our next party. What you got on hand?
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain>>
Sup. You think I could get a discount with my Gamma membership ID? Please?
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "accept">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain>>
Excellent price my guy. I'll take it. My boys at the house will love this.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain>>
Heyyy good deal. I'll tell my boys about you.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "refuse">>
<<if $DialogueVariant is 1>>
<<vnline _speaker>>
Bro, what is that pricing? I could get a vape pen for less.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker>>
You're tryna rip me off cuz I'm in a frat aren't you? What are you, one of those Delta douchebags?
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain>>
Ha! Nah dude. You just lost a huge sale with that bullshit price.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "dismissed">>
<<vnline narrator>>
He points finger-guns at you and backs away, already on his phone.
<</vnline>>
<</if>>
<</nobr>><<set $scene to 0>><div id="gallery-root" class="gallery-app"></div><<widget "galleryInit">>
<<run (setup.gallery || window.Gallery).ensureState()>>
<</widget>>
<<widget "galleryUnlock">>
<<run (setup.gallery || window.Gallery).unlock(_args[0], _args[1])>>
<</widget>>
<<widget "galleryOpen">>
<<run (setup.gallery || window.Gallery).open(_args[0])>>
<</widget>>
<<widget "galleryUnlockCharacter">>
<<run (setup.gallery || window.Gallery).unlockCharacter(_args[0])>>
<</widget>>
<<widget "galleryUnlockAll">>
<<run (setup.gallery || window.Gallery).unlockAll()>>
<</widget>><<nobr>>
<<if $opportunities.druglord.initiation is 0>>
<<vndialogbox>>
<<vnline player>>Hey Nick, how’re you doing?<</vnline>>
<<vnline nick>>I’m good, I’m good. How bout you?<</vnline>>
<<vnline player>>Pretty good. Just looking to load up on product. It’s been selling well.<</vnline>>
<<vnline nick>>For sure, for sure. You been dealing for a while now right? How much you sell?<</vnline>>
<<vnline player>>A lot, at least like ten to fifteen pounds between the different strains.<</vnline>>
<<vnline nick>>Damn. I think it’s time you meet my guys.<</vnline>>
<<vnline player>>Your guys?<</vnline>>
<<vnline nick>>My crew, the people I work for, run with. You know.<</vnline>>
<<vnline player>>I didn’t actually know you ran with people.<</vnline>>
<<vnline nick>>What? You think I was just growing this shit on my own?<</vnline>>
<<vnline player>>I didn’t really think about how you got it. I was just selling it.<</vnline>>
<<vnline nick>>That shit, that shit right there is what I’m talking bout. Everyone’s always asking questions and shit. You don’t ask a thing. You just do the job. Trust me, my guys will love you.<</vnline>>
<<vnline player>>Thanks, but why do you want me to meet them?<</vnline>>
<<vnline nick>>They can get you better stuff. Harder drugs to sell. Maybe even some other jobs here or there if you’re up for it.<</vnline>>
<<vnline player>>Alright, it can’t hurt. I can always use more money.<</vnline>>
<<vnline nick>>Hell yeah. Let’s head out. My ride’s just down the other end of the alley.<</vnline>>
<<vnline player>>You follow Nick through the alley, out the other end and onto the street. He presses a button on his key fob and the lights of a yellow sports car light up. It’s nothing short of shocking to see a guy like Nick, who sells drugs in the Slums, have a car as nice as this.<</vnline>>
<<vnline nick car center>><</vnline>>
<<vnline player surprised>><</vnline>>
<<vnline nick>>I can see you like the ride.<</vnline>>
<<vnline player>>How the hell can you afford this?<</vnline>>
<<vnline nick>>Do good work and my guys treat you good.<</vnline>>
<<vnline player key:GangIntro2>>I’m even more excited to meet them now.<</vnline>>
<<vnactionsat "GangIntro2">>
[[Hop in and head to the hideout|GangIntro][$opportunities.druglord.initiation to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $opportunities.druglord.initiation is 1>>
<<vndialogbox>>
<<vnline narrator>>Nick peels off. Driving pretty quickly through the roads as he makes his way through the Slums. He takes a few odd turns. Some that seem pointless at first. But it’s clear that it’s a precaution. Driving in circles so it’s harder for you to know exactly how to get to wherever he’s taking you. Even if you don’t present any danger to him or this gang at the moment, it’s hard to blame him for being so careful. At least the car ride is so smooth that it’s enjoyable even with all the odd turns. Eventually though, a large warehouse comes into view. The building is almost devoid of markings. The only words you can even see on it are on a sign on one door that says ‘No Trespassing’. Nick pulls up and parks right out front. Both of you hop out of the car. The beep of him locking it again goes off behind you as he leads you to the front door. He knocks on it four times in an odd, somewhat broken rhythm. Suddenly that ‘No Trespassing’ sign slides up and a small porthole in the door is revealed. Only an eye can be seen on the other side. Piercing blue and peering out at you both. <</vnline>>
<<vnline damir>>Who this?<</vnline>>
<<vnline narrator>>The man on the other side of the door speaks with an incredibly heavy Slavic accent.<</vnline>>
<<vnline nick>>It’s cool, it’s cool. Damir, this the dude I was telling y’all about, <<print $chars.player.firstName>>.<</vnline>>
<<vnline narrator>>The door suddenly swings open. Giving you and Nick the space to walk in.<</vnline>>
<<vnline nick>>Welcome to the Den. Where it all comes from.<</vnline>>
<<vnline narrator>>Nick raises his arms up as he gestures to the entire room. Inside the Den is a massive warehouse floor filled with tables that are topped with every drug that you can think of, as well as a few that are littered with weapons. People in protective clean gear walk around, carrying some of the products from place to place. Taking some into other rooms, and others pulling packed product out of those rooms. It looks like a much more expansive and well established operation than what Nick ever led you to believe. You are stopped by Damir as a very well dressed man walks up to you. Nick is standing next to you, wearing a confident smile as this man approaches. His stride matches the clearly expensive pinstripe suit he is wearing. Purposeful, powerful, and almost suspiciously perfect. He’s robotic in his precision. Moving up and standing by Damir as the pair look at you. Finally you get a good look at his face. He isn’t as tall as Damir. But you know few people who are, that aren’t professional basketball players. His green eyes are vibrant and his blonde hair is well maintained. Whoever this is, is clearly the man in charge of this operation. He exudes control unlike anyone else. <</vnline>>
<<vnline damir vitalyy center>><</vnline>>
<<vnline nick>><<print $chars.player.firstName>>, this here is Mr. Ishetsky.<</vnline>>
<<vnline damir>>It pronounced Izhetskii.<</vnline>>
<<vnline narrator>>Damir’s accent corrects Nick’s comparably butchered pronunciation of the man’s last name.<</vnline>>
<<vnline vitalyy>>Please, call me Vitalyy. It is easier.<</vnline>>
<<vnline narrator>>Vitalyy speaks with an accent as well. But a much smoother one than Damir’s. It is present in every word but it doesn’t hinder his enunciation in the slightest. <</vnline>>
<<vnline vitalyy>>Why have you brought him here, Nicholas?<</vnline>>
<<vnline nick>>This here, this here is the guy I was telling you about the other day. He’s been dealing like a mother fucker.<</vnline>>
<<vnline vitalyy>>Language, Nicholas.<</vnline>>
<<vnline nick>>My bad, my bad. <<print $chars.player.firstName>>, Vitalyy hates cussing.<</vnline>>
<<vnline vitalyy>>I do. It is lazy behavior. And I do not tolerate laziness in my organization.<</vnline>>
<<vnline narrator>>Vitalyy turns his attention squarely to you. <</vnline>>
<<if $chars.player.str >= 5>>
<<vnline vitalyy>>You have the look of a man with strength and dedication. This will be good, if you aim to join my organization.<</vnline>>
<<else>>
<<vnline vitalyy>>If you possess dedication, you could grow strong here. If you choose to join my organization.<</vnline>>
<</if>>
<<vnline player>>Your organization? What would it mean to join?<</vnline>>
<<vnline vitalyy>>It means loyalty, brotherhood, and opportunity.<</vnline>>
<<vnline narrator>>As he continues to speak, he raises his index finger up.<</vnline>>
<<vnline vitalyy>>Loyalty, never go against me or our people. Do as asked, and you shall be rewarded.<</vnline>>
<<vnline narrator>>He puts his middle finger up alongside the index finger.<</vnline>>
<<vnline vitalyy>>Brotherhood, stand by your brothers and you shall never be alone.<</vnline>>
<<vnline narrator>>He puts up his ring finger to join the other two.<</vnline>>
<<vnline vitalyy>>Opportunity, do well and you shall be uplifted. Your merits are always acknowledged, and profit is always commensurate.<</vnline>>
<<vnline player>>Sounds sort of like the military.<</vnline>>
<<vnline nick>>Only with less people shooting at you.<</vnline>>
<<vnline damir>>Less, not none.<</vnline>>
<<vnline vitalyy>>The comparison to the military is not unfounded. I have little time to continue with this introduction. So, if you wish to join, speak to Damir. Excuse me, gentlemen.<</vnline>>
<<vnline nick>>Have a good one Vitalyy!<</vnline>>
<<vnline narrator key:GangIntro3>>Vitalyy nods at Nick and then at you before turning and walking away. Heading back towards another room within the Den. Leaving you to speak with Damir and Nick about the possibility of joining this group.<</vnline>>
<<vnactionsat "GangIntro3">>
[[Speak to Damir|GangIntro][$opportunities.druglord.initiation to 2]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $opportunities.druglord.initiation is 2>>
<<vndialogbox>>
<<vnline player>>Okay Damir, I guess you can sign me up. What do I need to do?<</vnline>>
<<vnline narrator>>Damir pulls a pistol from his track suit and hands it to you. He holds onto the barrel so you are able to grab it by the grip. Him pulling the gun gets you to jump briefly. But that moment of fear washes away quickly once you see he’s handing it to you. Thankfully your Father taught you how to handle firearms when you were younger. So you check it, and make sure the safety is on before sliding it away into the back of your waistband. <</vnline>>
<<vnline damir handingpistol center>><</vnline>>
<<vnline damir>>You do good with weed. Now you do ecstasy and cocaine. You do good with them, you get better stuff. Buy these from me. Nick handle weed, I handle rest.<</vnline>>
<<vnline player>>Understood. Is the gun just for protection? Or will I need to use it sometime?<</vnline>>
<<vnline damir>>Protection yes. Rest, depend on you. We have other work. Can do if want. Talk to me if want.<</vnline>>
<<vnline player>>Alright, I’ll remember that. Anything else I need to know?<</vnline>>
<<vnline damir>>Nothing now. Leave me alone. Only talk me when you buy, or want work.<</vnline>>
<<vnline narrator>>You nod to Damir and begin to walk away with Nick. You reach the front door with him as he starts patting you on the back.<</vnline>>
<<vnline nick>>Good shit, good shit. Glad to see you on board my man. Don’t forget about me now that you in the big leagues.<</vnline>>
<<vnline narrator>>You can’t help but chuckle.<</vnline>>
<<vnline player>>No worries. I’ll never forget you. Wouldn’t even be here without you.<</vnline>>
<<vnline nick>>That’s what I’m talking bout. I gotta dip, but I’ll see ya soon.<</vnline>>
<<vnline narrator>>You wave goodbye to Nick as he heads out. You stand there looking around the den, and thinking about what you’ve gotten yourself into. It will be dangerous, and risky. A life of crime is not something to be taken lightly. But it will be more than profitable for you. So long as you do well, and keep moving up. Your ambitions don’t just stop at that either. Being a high level goon isn’t going to impress your Father. No, if you want that to happen, then you need to be at the top. The path forward will be paved by your choices.<</vnline>>
<<vnline narrator key:GangIntro4>>You wave goodbye to Nick as he heads out. You stand there looking around the den, and thinking about what you’ve gotten yourself into. It will be dangerous, and risky. A life of crime is not something to be taken lightly. But it will be more than profitable for you. So long as you do well, and keep moving up. Your ambitions don’t just stop at that either. Being a high level goon isn’t going to impress your Father. No, if you want that to happen, then you need to be at the top. The path forward will be paved by your choices.<</vnline>>
<<vnactionsat "GangIntro4">>
[[Head back to the map|CityMap][$opportunities.druglord.initiation to 3]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>><<nobr>>
<<if $EncounterPhase is "approach">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain>>
Uh, I hope that I'm speaking to the correct person. I would like to acquire some drugs, if you are able to provide them.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain>>
It would be great if you possess something that could get me, "totally fucked up", as one might say.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain>>
Are those some drugs in your bag, or are you just happy to see me? Hehehe.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "accept">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain>>
I believe that that fits within my budget. I agree to your terms, good sir.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain>>
You have done me a great service with such a favorable price. I shall partake.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain>>
I indeed shall agree to that price. It is, quite good.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "refuse">>
<<if $DialogueVariant is 1>>
<<vnline _speaker upset>>
Hrm, my calculations suggest that this is not a fair price for me.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker upset>>
Great Scott that is a lot of money. I simply cannot afford that.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain>>
Uh actually, you shouldn't be charging that much. You're going to lose business this way.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "dismissed">>
<<vnline narrator>>
He pushes his glasses up and scurries off, muttering to himself.
<</vnline>>
<</if>>
<</nobr>><<nobr>>
<<set _passage to "Gift store">>
<<set _cash to Number(($chars and $chars.player and typeof $chars.player.money !== "undefined") ? $chars.player.money : 0)>>
<<set _unitPrice to 50>>
<div id="giftshop" class="shop-page-wrap">
<section class="shop-center-panel">
<div class="shop-head">
<div>
<h2>Gift Store</h2>
<p class="shop-note">Tap any gift icon to buy one item ($50 each).</p>
</div>
<span class="shop-chip">Cash $<<= _cash>></span>
</div>
<div class="gift-icon-row">
<article class="gift-item">
<<if _cash gte _unitPrice>>
<span class="gift-buy"><<link "<img src='ressources/icons/gifts/flowers.webp' alt='Flowers'>">><<baseSpendMoney _unitPrice>><<set $inventory.gifts.flowers += 1>><<set $LastGiftShopAction to { message: "Bought 1 flowers." }>><<goto _passage>><</link>></span>
<<else>>
<span class="gift-buy disabled"><img src="ressources/icons/gifts/flowers.webp" alt="Flowers"></span>
<</if>>
<p class="gift-name">Flowers</p>
<p class="gift-meta">Owned: <<= Number($inventory.gifts.flowers || 0)>></p>
</article>
<article class="gift-item">
<<if _cash gte _unitPrice>>
<span class="gift-buy"><<link "<img src='ressources/icons/gifts/stuffedanimal.webp' alt='Stuffed Animal'>">><<baseSpendMoney _unitPrice>><<set $inventory.gifts.stuffedAnimal += 1>><<set $LastGiftShopAction to { message: "Bought 1 stuffed animal." }>><<goto _passage>><</link>></span>
<<else>>
<span class="gift-buy disabled"><img src="ressources/icons/gifts/stuffedanimal.webp" alt="Stuffed Animal"></span>
<</if>>
<p class="gift-name">Stuffed Animal</p>
<p class="gift-meta">Owned: <<= Number($inventory.gifts.stuffedAnimal || 0)>></p>
</article>
<article class="gift-item">
<<if _cash gte _unitPrice>>
<span class="gift-buy"><<link "<img src='ressources/icons/gifts/perfume.webp' alt='Perfume'>">><<baseSpendMoney _unitPrice>><<set $inventory.gifts.perfume += 1>><<set $LastGiftShopAction to { message: "Bought 1 perfume." }>><<goto _passage>><</link>></span>
<<else>>
<span class="gift-buy disabled"><img src="ressources/icons/gifts/perfume.webp" alt="Perfume"></span>
<</if>>
<p class="gift-name">Perfume</p>
<p class="gift-meta">Owned: <<= Number($inventory.gifts.perfume || 0)>></p>
</article>
<article class="gift-item">
<<if _cash gte _unitPrice>>
<span class="gift-buy"><<link "<img src='ressources/icons/gifts/necklace.webp' alt='Necklace'>">><<baseSpendMoney _unitPrice>><<set $inventory.gifts.necklace += 1>><<set $LastGiftShopAction to { message: "Bought 1 necklace." }>><<goto _passage>><</link>></span>
<<else>>
<span class="gift-buy disabled"><img src="ressources/icons/gifts/necklace.webp" alt="Necklace"></span>
<</if>>
<p class="gift-name">Necklace</p>
<p class="gift-meta">Owned: <<= Number($inventory.gifts.necklace || 0)>></p>
</article>
<article class="gift-item">
<<if _cash gte _unitPrice>>
<span class="gift-buy"><<link "<img src='ressources/icons/gifts/chocolate.webp' alt='Chocolates'>">><<baseSpendMoney _unitPrice>><<set $inventory.gifts.chocolates += 1>><<set $LastGiftShopAction to { message: "Bought 1 chocolates." }>><<goto _passage>><</link>></span>
<<else>>
<span class="gift-buy disabled"><img src="ressources/icons/gifts/chocolate.webp" alt="Chocolates"></span>
<</if>>
<p class="gift-name">Chocolates</p>
<p class="gift-meta">Owned: <<= Number($inventory.gifts.chocolates || 0)>></p>
</article>
<article class="gift-item">
<<if _cash gte _unitPrice>>
<span class="gift-buy"><<link "<img src='ressources/icons/gifts/fruitbouquet.webp' alt='Fruit Bouquet'>">><<baseSpendMoney _unitPrice>><<set $inventory.gifts.fruitBouquet += 1>><<set $LastGiftShopAction to { message: "Bought 1 fruit bouquet." }>><<goto _passage>><</link>></span>
<<else>>
<span class="gift-buy disabled"><img src="ressources/icons/gifts/fruitbouquet.webp" alt="Fruit Bouquet"></span>
<</if>>
<p class="gift-name">Fruit Bouquet</p>
<p class="gift-meta">Owned: <<= Number($inventory.gifts.fruitBouquet || 0)>></p>
</article>
<article class="gift-item">
<<if _cash gte _unitPrice>>
<span class="gift-buy"><<link "<img src='ressources/icons/gifts/dumbells.webp' alt='Dumbbells'>">><<baseSpendMoney _unitPrice>><<set $inventory.gifts.dumbbells += 1>><<set $LastGiftShopAction to { message: "Bought 1 dumbbells." }>><<goto _passage>><</link>></span>
<<else>>
<span class="gift-buy disabled"><img src="ressources/icons/gifts/dumbells.webp" alt="Dumbbells"></span>
<</if>>
<p class="gift-name">Dumbbells</p>
<p class="gift-meta">Owned: <<= Number($inventory.gifts.dumbbells || 0)>></p>
</article>
</div>
</section>
</div>
<<vndialogbox>>
<<vnactions>>
<div class="action-link alt"><<link "Refresh Offer">><<set $LastGiftShopAction to { message: "New inventory was placed on the shelves." }>><<goto _passage>><</link>></div>
<div class="action-link warn">[[Leave Shop|Mall]]</div>
<</vnactions>>
<<vnmeta>>
<div class="meta">
<span class="meta-item">Cash: $<<baseCash>></span>
<span class="meta-item">Shop: Mall Gift Store</span>
</div>
<</vnmeta>>
<<vnline "Clerk" "" "left">>
<<= ($LastGiftShopAction and $LastGiftShopAction.message) ? $LastGiftShopAction.message : "Let me know if you want me to wrap anything.">>
<</vnline>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set $scene to 0>>
<<if $chars.player.baseLocations.flags.gymFirstTime is 0>>
<<set $chars.player.baseLocations.flags.gymFirstTime to 1>>
<<goto "GymFirstTime">>
<</if>>
<<set _randomsentence to ['Gym is quiet today', 'Gym is empty today', 'Gym is a bit crowded today', 'Time to work out!'].random()>>
<<vndialogbox>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<<vnline narrator>><<print _randomsentence>><</vnline>>
<<vnactions>>
[[Leave|CityMap]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator>>The gym is by far the best place to work out and get stronger. The smell of rubber, sweat, and protein shakes is really the only reason not to come get your workout in. But with the variety of weights and machines they have, it’s still worth toughing through the smells and the overly zealous salesmen that are always trying to get you on the most expensive workout plan.<</vnline>>
<<vnline "Gym coach">>Hey big man! Looking to pump some iron?<</vnline>>
<<vnline player>>I might be. I’m mostly just looking around right now.<</vnline>>
<<vnline "Gym coach">>That’s cool, that’s cool. Well while you look, lemme clue you in on our prices.<</vnline>>
<<vnline narrator>>You’re about to talk, and say that you don’t need to hear it yet. But he just talks over you and continues his pitch.<</vnline>>
<<vnline "Gym owner">>Now we have the basic plan, that gives you access to the whole facility during business hours. We also have the premium package that allows overnight use of the gym as well. And there’s the lifetime membership, easily our best offer. One lump sum payment of one grand and you can use the facility whenever you feel like it, my man.<</vnline>>
<<vnline narrator>>You nod along politely, trying to focus more on the machines to make sure that they have the equipment that you would want, or need, to make the place worth coming to at all.<</vnline>>
<<vnline player>>What if I just want to come in and work out for a day? Ya know, just to try it out first.<</vnline>>
<<vnline "Gym coach">>For sure, my man. We have day passes. They cost twenty dollars and give you total access for the day. I can’t really recommend it if you plan on trying to max out your gains. But I get it. You wanna keep your options open. Trust me, one work out here and you’ll know. Tell ya what, since you’re a cool guy, you can get the first workout free. On me.<</vnline>>
<<vnline player>>Wow, thanks. I appreciate it. I’ll make sure you get the commission if I do sign up long term.<</vnline>>
<<vnline "Gym coach">>See, my man? I know you were a cool guy. Come talk to me if you wanna sign up.<</vnline>>
<<vnline narrator key:gymdaypass>>He hands you a little sticker to put on your shirt that lets the gym employees know that you have the day pass and can work out today. Then he heads back behind the front counter to get back to work. You have the day to try the gym out. It might be smart to make use of it. <<gymcredits 1>> <</vnline>>
<<vnactionsat "gymdaypass">>
[[Work out|gymworkout]]
[[Leave|CityMap]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if not $inventory.electronics.computer>>
<<goto "PlayerBedroom">>
<<else>>
<<if $StockTrading and $StockTrading.tenebrookMergePending>>
<<set $StockTrading.tenebrookMergePending to false>>
<<goto "StockTrading_TenebrookMerge">>
<</if>>
<div class="pc-desktop">
<div class="pc-icons-area">
<<if $chars.player.charisma lt 5>>
<div @class="'pc-icon-wrap' + ($chars.player.baseLocations.computer_interview gte 1 ? ' pc-icon-disabled' : '')">
<<if $chars.player.baseLocations.computer_interview gte 1>>
<a class="pc-icon-link link-internal" data-passage="HomePcBusy">
<div class="pc-icon-img icon-charisma">🎓</div>
<span class="pc-icon-label">Interview<br>Tips</span>
</a>
<<else>>
<a class="pc-icon-link link-internal" data-passage="HomePcCharisma">
<div class="pc-icon-img icon-charisma">🎓</div>
<span class="pc-icon-label">Interview<br>Tips</span>
</a>
<</if>>
</div>
<</if>>
<div @class="'pc-icon-wrap' + ($chars.player.baseLocations.computer_game gte 1 ? ' pc-icon-disabled' : '')">
<<if $chars.player.baseLocations.computer_game gte 1>>
<a class="pc-icon-link link-internal" data-passage="HomePcBusy">
<div class="pc-icon-img icon-gaming">🎮</div>
<span class="pc-icon-label">GameZone</span>
</a>
<<else>>
<a class="pc-icon-link link-internal" data-passage="HomePcGaming">
<div class="pc-icon-img icon-gaming">🎮</div>
<span class="pc-icon-label">GameZone</span>
</a>
<</if>>
</div>
<div class="pc-icon-wrap">
<a class="pc-icon-link link-internal" data-passage="HomePcPorn">
<div class="pc-icon-img icon-adult">🔞</div>
<span class="pc-icon-label">Adult Hub</span>
</a>
</div>
<div @class="'pc-icon-wrap' + ($chars.player.baseLocations.computer_research gte 1 ? ' pc-icon-disabled' : '')">
<<if $chars.player.baseLocations.computer_research gte 1>>
<a class="pc-icon-link link-internal" data-passage="HomePcBusy">
<div class="pc-icon-img icon-research">🌐</div>
<span class="pc-icon-label">Research</span>
</a>
<<else>>
<a class="pc-icon-link link-internal" data-passage="HomePcResearch">
<div class="pc-icon-img icon-research">🌐</div>
<span class="pc-icon-label">Research</span>
</a>
<</if>>
</div>
<<if $StockTrading and $StockTrading.unlocked>>
<div class="pc-icon-wrap">
<button type="button" class="pc-icon-link stock-app-launcher" data-stock-app="portfolio">
<div class="pc-icon-img icon-stocks">$</div>
<span class="pc-icon-label">Stocks</span>
</button>
</div>
<div class="pc-icon-wrap">
<button type="button" class="pc-icon-link stock-app-launcher" data-stock-app="news">
<div class="pc-icon-img icon-stock-news">N</div>
<span class="pc-icon-label">News Wire</span>
</button>
</div>
<</if>>
</div>
<div class="pc-taskbar">
<span style="margin:0 auto;">[[Leave|PlayerBedroom]]</span>
<span class="pc-taskbar-brand">⊞ Home PC</span>
</div>
</div>
<</if>>
<</nobr>><<nobr>>
<div class="pc-desktop">
<div class="pc-overlay">
<div class="pc-window pc-window-narrow">
<div class="pc-titlebar">
<span class="pc-titlebar-dots">
<span class="dot dot-r"></span>
<span class="dot dot-y"></span>
<span class="dot dot-g"></span>
</span>
<span class="pc-titlebar-title">Notice</span>
</div>
<div class="pc-window-body pc-busy-body">
<span class="pc-busy-icon">🕐</span>
<p class="pc-busy-msg">Sorry, come back tomorrow for more.</p>
</div>
<div class="pc-window-footer pc-footer-end">
<<link "OK" "HomePC">><</link>>
</div>
</div>
</div>
<div class="pc-taskbar">
<span class="pc-taskbar-brand">⊞ Home PC</span>
</div>
</div>
<</nobr>><<nobr>>
<div class="pc-desktop">
<div class="pc-overlay">
<div class="pc-window">
<div class="pc-titlebar">
<span class="pc-titlebar-dots">
<span class="dot dot-r"></span>
<span class="dot dot-y"></span>
<span class="dot dot-g"></span>
</span>
<span class="pc-titlebar-title">Interview Tips — Training Video</span>
</div>
<div class="pc-window-body">
<p>Pulling up the video, you get a good list of <em>Dos and Don'ts</em> to follow during the interview process. Things like maintaining eye contact, and acknowledging everything that the interviewer says to show that you're paying attention all fall in the column of things to do.</p>
<p>The don't do list side of things includes helpful tips like avoiding mentioning anything too personal, or any criticism of others. Gossip and talking behind people's backs can leave a sour impression.</p>
<div class="pc-media-box">
<span class="pc-media-label">📹 CHARISMA TRAINING IMG</span>
</div>
<p class="pc-flavor-note">You'll need to put these ideas to the test in real world situations if you want to become really charismatic though.</p>
</div>
<div class="pc-window-footer">
<span class="pc-stat-gain">+1 Charisma</span>
<<link "Done" "HomePC">>
<<baseGainStat "charisma" 1>>
<<set $chars.player.baseLocations.computer_interview to 1>>
<<addhours 1>>
<</link>>
</div>
</div>
</div>
<div class="pc-taskbar">
<span class="pc-taskbar-brand">⊞ Home PC</span>
</div>
</div>
<</nobr>><<nobr>>
<div class="pc-desktop">
<div class="pc-overlay">
<div class="pc-window">
<div class="pc-titlebar">
<span class="pc-titlebar-dots">
<span class="dot dot-r"></span>
<span class="dot dot-y"></span>
<span class="dot dot-g"></span>
</span>
<span class="pc-titlebar-title">GameZone</span>
</div>
<div class="pc-window-body">
<p>You kick back and relax for a bit. Loading up a game and spending some time playing it. It's a luxury to have the time and ability to do this. It's something to be cherished.</p>
<div class="pc-media-box gaming-box">
<span class="pc-media-label">🎮 GAMING GIF</span>
</div>
</div>
<div class="pc-window-footer">
<span class="pc-stat-gain">+1 perception</span>
<<link "Done" "HomePC">>
<<baseGainStat "perception" 1>>
<<set $chars.player.baseLocations.computer_game to 1>>
<<addhours 1>>
<</link>>
</div>
</div>
</div>
<div class="pc-taskbar">
<span class="pc-taskbar-brand">⊞ Home PC</span>
</div>
</div>
<</nobr>><<nobr>>
<div class="pc-desktop">
<div class="pc-overlay">
<div class="pc-window">
<div class="pc-titlebar">
<span class="pc-titlebar-dots">
<span class="dot dot-r"></span>
<span class="dot dot-y"></span>
<span class="dot dot-g"></span>
</span>
<span class="pc-titlebar-title">Adult Hub — 18+</span>
</div>
<div class="pc-window-body">
<div class="pc-media-box adult-box">
<span class="pc-media-label">🔞 ADULT CONTENT</span>
</div>
</div>
<div class="pc-window-footer pc-footer-end">
<<link "Done" "HomePC">>
<<set $chars.player.baseLocations.computer_adult to $chars.player.baseLocations.computer_adult + 1>>
<<addhours 1>>
<</link>>
</div>
</div>
</div>
<div class="pc-taskbar">
<span class="pc-taskbar-brand">⊞ Home PC</span>
</div>
</div>
<</nobr>><<nobr>>
<div class="pc-desktop">
<div class="pc-overlay">
<div class="pc-window">
<div class="pc-titlebar">
<span class="pc-titlebar-dots">
<span class="dot dot-r"></span>
<span class="dot dot-y"></span>
<span class="dot dot-g"></span>
</span>
<span class="pc-titlebar-title">Web Browser — Research</span>
</div>
<div class="pc-window-body">
<p>You get caught in a research rabbit hole. It starts with trying to remember the name of an actor in a film or show that you recently saw. Then suddenly you're looking up what else they've been in. Then you notice that they're from some country you know little about. Then, before you know it, you're finding out about some battle that took place centuries ago and an hour has gone by like a blur.</p>
<div class="pc-media-box research-box">
<span class="pc-media-label">🌐 ONLINE RESEARCH GIF</span>
</div>
<p class="pc-flavor-note">Well, at least you feel like you've learned something along the way.</p>
</div>
<div class="pc-window-footer">
<span class="pc-stat-gain">+1 Intelligence</span>
<<link "Done" "HomePC">>
<<baseGainStat "intelligence" 1>>
<<set $chars.player.baseLocations.computer_research to 1>>
<<addhours 1>>
<</link>>
</div>
</div>
</div>
<div class="pc-taskbar">
<span class="pc-taskbar-brand">⊞ Home PC</span>
</div>
</div>
<</nobr>><<nobr>>
<<initDrugOpportunity>>
<<renderShiftHUD>>
/* ═══════════════════════════════════════════════
NO ACTIVE SHIFT — show shift selection
═══════════════════════════════════════════════ */
<<if not $CurrentShift>>
<section class="shift-select-wrap">
<article class="shift-select-panel">
[[NickAlleyShop]]
<h2 class="shift-select-title">Choose Shift Length</h2>
<p class="shift-select-sub">Select a shift to enter the industrial route test flow.</p>
<div class="shift-select-actions">
<div class="shift-link">
<<link "Start 4 Hours">><<nobr>>
<<startDrugShift "industrial" 4>>
<<spawnDrugCustomer>>
<<addhours 4>>
<<goto "IndustrialShift">>
<</nobr>><</link>>
</div>
<div class="shift-link alt">
<<link "Start 8 Hours">><<nobr>>
<<startDrugShift "industrial" 8>>
<<addhours 8>>
<<spawnDrugCustomer>>
<<goto "IndustrialShift">>
<</nobr>><</link>>
</div>
<div class="action-link warn">
<<link "Leave">><<nobr>>
<<goto "Alley">>
<</nobr>><</link>>
</div>
</div>
</article>
</section>
<</if>>
<<if $CurrentShift>>
/* ── BUST REDIRECT — check before anything else ── */
<<if $ShiftBusted>>
<<endDrugShift>>
<<goto "DrugBust">>
<</if>>
/* ═══════════════════════════════════════════════
REACTION PHASE — NPC responds after player action
Customer is already finalized; $EncounterReaction
holds the phase/variant/dialogue to display.
═══════════════════════════════════════════════ */
<<if $EncounterReaction>>
<<set $EncounterPhase to $EncounterReaction.phase>>
<<set $DialogueVariant to $EncounterReaction.variant>>
<<vndialogbox>>
<<vnactions>>
<div class="shift-actions">
<div class="action-link">
<<link "Next Customer">><<nobr>>
<<dismissCustomer>>
<<goto "IndustrialShift">>
<</nobr>><</link>>
</div>
</div>
<</vnactions>>
<<vnmeta>>
<<if $LastEncounter>>
<div class="meta">
<span class="meta-item"><<= $LastEncounter.message>></span>
</div>
<</if>>
<</vnmeta>>
/* Render the reaction dialogue from the persona's passage */
<<if $EncounterReaction.dialogue_passage>>
<<set _speaker to $EncounterReaction.customer_name>>
<<include $EncounterReaction.dialogue_passage>>
<</if>>
<</vndialogbox>>
/* ═══════════════════════════════════════════════
APPROACH / ACTIVE ENCOUNTER — customer is present
═══════════════════════════════════════════════ */
<<else>>
/* Spawn if needed */
<<if not $CurrentCustomer>>
<<spawnDrugCustomer>>
<</if>>
<<if $CurrentCustomer>>
<<if not $CurrentSalePlan>>
<<refreshSalePlan>>
<</if>>
<<checkInventoryForPlan>>
<<vndialogbox>>
<<vnactions>>
/* ── SPECIAL CHOICES (e.g., sex offer accept/decline) ── */
<<if $EncounterSpecial and $EncounterPhase is $EncounterSpecial.approach_phase>>
<div class="shift-actions">
<<set _choiceKeys to Object.keys($EncounterSpecial.choices)>>
<<for _ci to 0; _ci lt _choiceKeys.length; _ci++>>
<<set _cid to _choiceKeys[_ci]>>
<<set _choiceData to $EncounterSpecial.choices[_cid]>>
<<capture _cid, _choiceData>>
<div class="action-link<<if _cid is 'decline'>> alt<</if>>">
<<link _choiceData.label>><<nobr>>
<<specialChoice _cid>>
<<goto "IndustrialShift">>
<</nobr>><</link>>
</div>
<</capture>>
<</for>>
</div>
/* ── PENDING CONCESSION (sell_high refused, retry) ── */
<<elseif $PendingConcession>>
<div class="shift-actions">
<div class="action-link">
<<link "Sell low">><<nobr>>
<<drugAction "sell_low" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "IndustrialShift">>
<</nobr>><</link>>
</div>
<div class="action-link alt">
<<link "Sell market">><<nobr>>
<<drugAction "sell_market" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "IndustrialShift">>
<</nobr>><</link>>
</div>
</div>
/* ── NORMAL ACTIONS ── */
<<else>>
<<if not $CanFulfillPlan>>
<div class="shift-actions">
<<if $SubstituteOffer>>
<div class="action-link alt">
<<link "Offer substitute">><<nobr>>
<<drugAction "sell_substitute" $SubstituteOffer.units $SubstituteOffer.drugKey $SubstituteOffer.quality>>
<<goto "IndustrialShift">>
<</nobr>><</link>>
</div>
<</if>>
<div class="action-link warn">
<<link "Refuse">><<nobr>>
<<drugAction "refuse" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "IndustrialShift">>
<</nobr>><</link>>
</div>
</div>
<<else>>
<div class="shift-actions">
<div class="action-link">
<<link "Sell low">><<nobr>>
<<drugAction "sell_low" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "IndustrialShift">>
<</nobr>><</link>>
</div>
<div class="action-link alt">
<<link "Sell market">><<nobr>>
<<drugAction "sell_market" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "IndustrialShift">>
<</nobr>><</link>>
</div>
<div class="action-link">
<<link "Sell high">><<nobr>>
<<drugAction "sell_high" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "IndustrialShift">>
<</nobr>><</link>>
</div>
<div class="action-link">
<<link "Chat">><<nobr>>
<<drugAction "chat" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "IndustrialShift">>
<</nobr>><</link>>
</div>
<<if $CurrentCustomer._instance and $CurrentCustomer._instance.can_flirt>>
<div class="action-link alt">
<<link "Flirt">><<nobr>>
<<drugAction "flirt" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "IndustrialShift">>
<</nobr>><</link>>
</div>
<</if>>
<div class="action-link warn">
<<link "Refuse">><<nobr>>
<<drugAction "refuse" $CurrentSalePlan.units $CurrentSalePlan.drugKey $CurrentSalePlan.quality>>
<<goto "IndustrialShift">>
<</nobr>><</link>>
</div>
</div>
<</if>>
<</if>>
<</vnactions>>
<<vnmeta>>
<<if $CurrentSalePlan>>
<<set _cat to ($DrugCatalog and $DrugCatalog[$CurrentSalePlan.drugKey]) ? $DrugCatalog[$CurrentSalePlan.drugKey] : null>>
<<set _baseCost to (_cat and _cat.qualities and _cat.qualities[$CurrentSalePlan.quality]) ? _cat.qualities[$CurrentSalePlan.quality].cost : 0>>
<<set _estMarket to Number(_baseCost || 0) * Number($CurrentSalePlan.units || 0)>>
<div class="meta">
<span class="meta-item">Wants: $CurrentSalePlan.units x $CurrentSalePlan.drugKey</span>
<span class="meta-item">Quality: $CurrentSalePlan.quality</span>
<span class="meta-item">Est. Market: _estMarket</span>
<<if $CanFulfillPlan>>
<span class="meta-item status status-ok"><span class="status-dot"></span>Ready to fulfill</span>
<<if $CurrentCustomer and $CurrentCustomer.is_cop and $CurrentCustomer.tell_strength gte 3>>
<span class="meta-item cop-eye" title="Suspicious detail noticed" aria-label="Suspicious detail noticed" style="color:#c62828;display:inline-flex;align-items:center;justify-content:center;width:1.6rem;height:1.6rem;">
<svg viewBox="0 0 24 24" aria-hidden="true" focusable="false" style="width:1rem;height:1rem;fill:none;stroke:currentColor;stroke-width:2.5;stroke-linecap:round;stroke-linejoin:round;"><path d="M2 12s3.5-6 10-6 10 6 10 6-3.5 6-10 6-10-6-10-6z"></path><circle cx="12" cy="12" r="3"></circle></svg>
</span>
<</if>>
<<else>>
<span class="meta-item status status-bad"><span class="status-dot"></span>Missing requested stock</span>
<<if $SubstituteOffer>>
<span class="meta-item">Substitute: $SubstituteOffer.drugKey (q$SubstituteOffer.quality)</span>
<</if>>
<</if>>
</div>
<</if>>
<</vnmeta>>
/* ── DIALOGUE: rendered from the persona's dialogue passage ── */
<<if $CurrentPersonaDialogue>>
<<set _speaker to $CurrentCustomer._name>>
<<include $CurrentPersonaDialogue>>
<<else>>
/* Legacy fallback: plain greeting for types without a dialogue file */
<<vnline $CurrentCustomer._name "" "left">>
$CurrentCustomerGreeting
<</vnline>>
<</if>>
<</vndialogbox>>
<</if>>
/* ── SHIFT COMPLETE ── */
<<if $ShiftDone>>
<<endDrugShift>>
<<goto "IndustrialShiftSummary">>
<</if>>
<</if>>
<</if>>
<</nobr>><<if $CompletedShift>>
<<nobr>>
<section class="shift-summary">
<header class="ss-header">
<h2 class="ss-title">Shift Complete</h2>
<div class="ss-chips">
<span class="ss-chip">📍 <<= $CompletedShift.locationId>></span>
<span class="ss-chip xp">★ +<<= Math.round($CompletedShift.xp_gained)>> XP</span>
<span class="ss-chip<<if $CompletedShift.heat_delta gt 0>> heat<<elseif $CompletedShift.heat_delta lt 0>> cool<</if>>">🌡 Heat <<= $CompletedShift.heat_delta gt 0 ? "+" : "">><<= Number($CompletedShift.heat_delta.toFixed(1))>></span>
<span class="ss-chip">👥 <<= $CompletedShift.met.length>> customers</span>
</div>
</header>
<hr class="ss-divider">
<<if $CompletedShift.met and $CompletedShift.met.length gt 0>>
<div class="ss-encounter-grid">
<<for _enc range $CompletedShift.met>>
<<if _enc.type is "worker">><<set _typeLabel to "Worker">>
<<elseif _enc.type is "low_thug">><<set _typeLabel to "Street Thug">>
<<elseif _enc.type is "cheap_whore">><<set _typeLabel to "Sex Worker">>
<<elseif _enc.type is "punk">><<set _typeLabel to "Punk">>
<<elseif _enc.type is "student">><<set _typeLabel to "Student">>
<<elseif _enc.type is "frat_boy">><<set _typeLabel to "Frat Boy">>
<<elseif _enc.type is "sorority_girl">><<set _typeLabel to "Sorority Girl">>
<<elseif _enc.type is "teacher">><<set _typeLabel to "Teacher">>
<<elseif _enc.type is "rich_kid">><<set _typeLabel to "Rich Kid">>
<<elseif _enc.type is "tech_guy">><<set _typeLabel to "Tech Guy">>
<<elseif _enc.type is "janitor">><<set _typeLabel to "Janitor">>
<<else>><<set _typeLabel to _enc.type>><</if>>
<<if _enc.action is "sell_low">><<set _actionLabel to "Sold low">>
<<elseif _enc.action is "sell_market">><<set _actionLabel to "Sold market">>
<<elseif _enc.action is "sell_high">><<set _actionLabel to "Sold high">>
<<elseif _enc.action is "chat">><<set _actionLabel to "Chatted & sold">>
<<elseif _enc.action is "flirt">><<set _actionLabel to "Flirted">>
<<elseif _enc.action is "sell_substitute">><<set _actionLabel to "Sold substitute">>
<<elseif _enc.action is "refuse">><<set _actionLabel to "Refused">>
<<else>><<set _actionLabel to _enc.action>><</if>>
<<if _enc.is_cop>><<set _cardClass to "ss-card card-cop">>
<<elseif _enc.action is "refuse">><<set _cardClass to "ss-card card-refuse">>
<<elseif _enc.success>><<set _cardClass to "ss-card card-success">>
<<else>><<set _cardClass to "ss-card">><</if>>
<<set _src to 'ressources/faces/' + (_enc.name || _enc.type) + '/vn/plain.webp'>>
<div class="<<= _cardClass>>">
<div class="ss-face">
<img @src="_src"
onerror="this.style.display='none';this.nextElementSibling.style.display='flex'">
<div class="ss-face-placeholder"><<= window.GE && GE.typeEmoji ? GE.typeEmoji[_enc.type] || '❓' : '❓'>></div>
<<if _enc.is_cop>><span class="ss-badge cop">COP</span>
<<elseif _enc.success>><span class="ss-badge ok">✓</span>
<<else>><span class="ss-badge fail">✗</span><</if>>
</div>
<div class="ss-info">
<p class="ss-name">Name: <<= _enc.name>></p>
<p class="ss-type">Type: <<= _typeLabel>></p>
<p class="ss-action">Action: <<= _actionLabel>></p>
<<if _enc.xp gt 0>><p class="ss-xp">+<<= Math.round(_enc.xp)>> XP</p><</if>>
</div>
</div>
<</for>>
</div>
<</if>>
<div class="ss-footer">
<<link "New Shift" "IndustrialShift">><</link>>
[[Leave|Alley]]
</div>
</section>
<</nobr>>
<</if>><<nobr>>
<<script>>
(function () {
var vars = State.variables;
var player = vars.chars && vars.chars.player;
if (!player) {
return;
}
var statMap = {
int: "intelligence",
per: "perception",
str: "strength",
cha: "charisma",
will: "willpower"
};
function applyEffects(effects) {
String(effects || "").split(",").forEach(function (effect) {
var match = effect.trim().match(/^([+-])\s*(int|per|str|cha|will)$/i);
if (!match) {
return;
}
var stat = statMap[match[2].toLowerCase()];
var delta = match[1] === "+" ? 1 : -1;
player[stat] = Math.max(0, Number(player[stat] || 0) + delta);
});
}
applyEffects(vars.playerStudentEffects);
applyEffects(vars.playerPostGradEffects);
}());
<</script>>
<<vndialogbox>>
<<vnline narrator>> <<addclass "body" "bedroom">> The sound of banging against your bedroom door pulls you awake. Your head is pounding just as hard as someone’s fist is going against the door right now. It’s impossible to know the time, as your blackout curtains hung on the windows make it appear as dark as nighttime either way. And the thought of even moving to check the time on your phone feels herculean. <</vnline>>
<<vnline player>>Come in<</vnline>>
<<vnline narrator>>The words that come out are groggy but clearly loud enough to be heard as the door swings open. The light filtering in from the hall tells you that it is at least midday.<</vnline>>
<<vnline father plain>>>Wake up. Meet me in the den. We need to talk. Don’t keep me waiting<</vnline>>
<<vnline narrator>><<removeclass "body" "bedroom">> <<addclass "body" "mansiondiscover">> A groaned affirmation of understanding escapes your lips. It's a struggle to summon the energy to get yourself out of bed. But you manage. It certainly beats the alternative of pissing your father off. After a quick trip to the bathroom to empty your bladder and splash some water on your face, you head to the den. The home is huge. Twelve bedrooms, four and a half bathrooms, and half a dozen multipurpose rooms in between. It's a true marvel, and by far the largest home in the entire city of Denlaw. You're happy to be able to live here. And ecstatic that you'll inherit it from your father one day.<</vnline>>
<<vnline father plain>><<removeclass "body" "mansiondiscover">><<addclass "body" "mansionden">> Good to know that sleeping half the day away hasn't slowed you down any<</vnline>>
<<vnline narrator>>As you finally reach the den, your father's sarcasm hits your ears like a blunt object. Sending pulses of pain through your skull, worsening your headache.<</vnline>>
<<vnline player>>Ow, sorry but could you speak quieter? My head is killing me<</vnline>>
<<vnline father plain>>What are you, hungover?<</vnline>>
<<vnline player>>No. I didn't drink last night<</vnline>>
<<vnline father plain>>Then you're dehydrated. Drink some water. I have a lot to say<</vnline>>
<<vnline narrator>>He slides you a bottle of water as he stands up from his seat. You take a big swig while he begins to explain why he woke you up to talk.<</vnline>>
<<vnline father plain>>I'm not going to sugar coat this. You're a disappointment<</vnline>>
<<vnline narrator>>His words cut right through you. Making you cough and sputter some of the water in your throat. He doesn't even stop to listen to you reply though.<</vnline>>
<<vnline father plain>>When I was your age, I had accomplished ten times what you've even attempted. I did not set out to raise a son with no ambition. You sleep the day away like you have no drive to make something of yourself<</vnline>>
<<vnline player>>Most of my plans in life start later. I planned to take over for you when you retire. Run your businesses, and carry on the legacy<</vnline>>
<<vnline father plain>>And I've always wanted that for you. But I wanted more as well. I never figured I would leave this all to you, just so you can coast. Not grow, not be better, just maintain what I built. If you're going to inherit all of this, and right now that is a big if, you need to prove to me, that you can build something like it on your own.<</vnline>>
<<vnline player>>How am I supposed to do that?<</vnline>>
<<vnline father plain>>Do you think I knew? I was just a young man, with a few bucks from your grandparents. I worked, I scammed, I bought and sold. I did anything and everything until I had my hands dipped in almost every bit of business in this city. Now you're gonna have to do the same if you want to inherit my fortune.<</vnline>>
<<vnline player>>Dad this is sounding a bit extreme here. What, are you gonna kick me out when you retire if I fail?<</vnline>>
<<vnline father plain>>No, I'm kicking you out now. You can't live here until you prove yourself to me<</vnline>>
<<vnline player>>What? Where am I supposed to go? This is out of nowhere!<</vnline>>
<<vnline father plain>>Tough. I'm gonna be kind, and give you more than my parents gave me.<</vnline>>
<<vnline narrator>>He pulls out a stack of bills from his coat pocket. Clearly prepared, he must have been considering this for a while now. He throws the stack to you and you catch it in your hands.<</vnline>>
<<vnline father plain>>That's ten thousand dollars. Use it to get somewhere to live, or to start a business, or party it away for all I care. Just know that you should not come back, or even call me unless you have something worth showing me. Am I understood?<</vnline>>
<<vnline player>>What if I have an emergency? Or if my life is in danger?<</vnline>>
<<vnline father plain>>If you find out you have cancer, go ahead and call. If someone wants to hurt you, figure it out yourself. I'm trying to teach you that you are your own person. Do something with that. Face your own consequences. What would you do in the same situation, when I'm dead and you're running things? If you don't have that answer, then you aren't ready to inherit what I have. Now, go. On ya get.<</vnline>>
<<vnline narrator>>It was cruel. But there is an undeniable truth to his words. Having money isn't an automatic win button. You have no clue what you might do if someone put a knife to your throat. And that wouldn't change, just by inheriting everything from him. You stand up and leave the home you grew up in. The only home you have ever known. Turning back one last time to look at it, wondering if you'll ever inherit it like you always believed you would.<</vnline>>
<<vnline narrator key:Continue>>It you're every going to turn that would, into will, you have to get going. Your first step is going to have to be finding a place to sleep tonight.<<addmoney 5000>><</vnline>>
<<vnactionsat "Continue">>
[[Continue|MapIntro]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $EncounterPhase is "approach">>
<<if $DialogueVariant is 1>>
/* No heat — straightforward buyer */
<<vnline _speaker>>
Got something that will ease the joints? This job is killer on the knees.
<</vnline>>
<<elseif $DialogueVariant is 2>>
/* Has heat — offers to pull wanted posters */
<<vnline _speaker plain>>
Saw they have your face plastered up around campus. A few of those posters can "go missing" if you gimme a deal.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "heat_offer">>
/* Triggered when janitor re-raises the poster deal mid-encounter */
<<vnline _speaker plain>>
I can make your life a lot easier around here. You scratch my back, I scratch yours.
<</vnline>>
<<elseif $EncounterPhase is "heat_accept">>
<<vnline _speaker plain>>
Good man. Consider those posters gone. Security ain't gonna bother you as much for a while. Stay safe now.
<</vnline>>
<<elseif $EncounterPhase is "heat_decline">>
<<vnline _speaker plain>>
Suit yourself. Offer stands if you change your mind.
<</vnline>>
<<elseif $EncounterPhase is "accept">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain>>
Good deal. Just promise me you won't leave no trash around here when you're done. My job's tough enough already.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain>>
Good deal. Just promise me you won't leave no trash around here when you're done. My job's tough enough already.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "refuse">>
<<if $DialogueVariant is 1>>
<<vnline _speaker>>
That's half a day's pay. I don't clean shit up for four hours a day just for this.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain>>
Not agreeing to that price. Whatever, I got floors to mop anyway.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "dismissed">>
<<vnline narrator>>
He mutters something, grabs his mop cart, and wheels away down the hall.
<</vnline>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline julio key:julioquestions>>What's up?<</vnline>>
<<vnactionsat "julioquestions">>
<<if $chars.julio.questions[1] is 0>>
<div class="action-link">[[Where were you when the shipment got raided?|julioquestions][$question to 1;$chars.julio.questions[1] to 1]]</div>
<</if>>
<<if $chars.julio.questions[2] is 0>>
<div class="action-link">[[Did you tell anyone about the shipment?|julioquestions][$question to 2;$chars.julio.questions[2] to 1]]</div>
<</if>>
<<if $chars.julio.questions[3] is 0>>
<div class="action-link">[[When was the last time you spoke to a cop?|julioquestions][$question to 3;$chars.julio.questions[3] to 1]]</div>
<</if>>
<<if $chars.julio.questions[4] is 0>>
<div class="action-link">[[How do you think the cops found out about the shipment?|julioquestions][$question to 4;$chars.julio.questions[4] to 1]]</div>
<</if>>
<<if $chars.julio.questions[5] is 0 && $chars.kaito.questions[1] is 1>>
<div class="action-link">[[Did you see Kaito when you were around last night?|julioquestions][$question to 5;$chars.julio.questions[5] to 1]]</div>
<</if>>
<<if $chars.julio.questions[6] is 0 && $chars.kaito.questions[5] is 1>>
<div class="action-link">[[Why does Kaito say he never sells with you at night?|julioquestions][$question to 6;$chars.julio.questions[6] to 1]]</div>
<</if>>
<<if Object.values($chars.julio.questions).includes(1)>>
<div class="action-link">[[Accuse Julio|accuse julio]]</div>
<</if>>
<div class="action-link warn">[[Leave|Beach]]</div>
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline player>>Hey! We need to talk.<</vnline>>
<<vnline narrator>>You are luck to have found Julio at the Pier just at the right time when Kaito and Dimon are both away.<</vnline>>
<<vnline julio>>Oh fuck, <<print $chars.player.firstName>>. They said you got taken out.<</vnline>>
<<vnline player>>Good, I want Vitalyy to think that. He’s who shot me.<</vnline>>
<<vnline julio>>Fuck, that bastard. I’m glad to see that you’re okay.<</vnline>>
<<vnline player>>I need your help. You and the police want someone stable running this gang and these streets. Well who do you trust more than me?<</vnline>>
<<vnline julio>>You’re planning on taking out Vitalyy. You’ll never get close to him.<</vnline>>
<<vnline player>>I will with your help.<</vnline>>
<<vnline julio>>How is that gonna work, huh? If we raid the gang with you along with us, no one is gonna follow you. They won’t trust you.<</vnline>>
<<vnline player>>I don’t need a full police raid. Just get a few other undercover cops with you. Raid the place with me. No uniforms, no badges. Just taking Vitalyy down, and having someone at the very top that you know you can trust.<</vnline>>
<<vnline narrator>>Julio looks at you for a moment. He clearly isn’t sure but, the idea intrigues him.<</vnline>>
<<vnline julio>>I don’t know how I’m gonna sell this. But I’ll figure it out. Count me in. Just let me know when and where. You’ll have me and my guys behind you.<</vnline>>
<<vnline player>>Thanks Julio. You won’t regret this.<</vnline>>
<<vnline narrator>>Having Julio and other police as back up will be a huge help. You’re one step closer to being ready to take Vitalyy on.<</vnline>>
<<vnline narrator key:julioinvolved>>Julio will participate in the raid! <<addhours 1>><</vnline>>
<<vnactionsat "julioinvolved">>
[[Continue|Beach][$scene to 1;$opportunities.druglord.allies.push("Julio")]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline kaito key:kaitoquestions>>What's up?<</vnline>>
<<vnactionsat "kaitoquestions">>
<<if $chars.kaito.questions[1] is 0>>
<div class="action-link">[[Where were you when the shipment got raided?|kaitoquestions][$question to 1;$chars.kaito.questions[1] to 1]]</div>
<</if>>
<<if $chars.kaito.questions[2] is 0>>
<div class="action-link">[[Did you tell anyone about the shipment?|kaitoquestions][$question to 2;$chars.kaito.questions[2] to 1]]</div>
<</if>>
<<if $chars.kaito.questions[3] is 0>>
<div class="action-link">[[When was the last time you spoke to a cop?|kaitoquestions][$question to 3;$chars.kaito.questions[3] to 1]]</div>
<</if>>
<<if $chars.kaito.questions[4] is 0>>
<div class="action-link">[[How do you think the cops found out about the shipment?|kaitoquestions][$question to 4;$chars.kaito.questions[4] to 1]]</div>
<</if>>
<<if $chars.kaito.questions[5] is 0 && $chars.kaito.questions[1] is 1>>
<div class="action-link">[[Why do you sell at night?|kaitoquestions][$question to 5;$chars.kaito.questions[5] to 1]]</div>
<</if>>
<<if $chars.kaito.questions[6] is 0 && $chars.julio.questions[5] is 1>>
<div class="action-link">[[Did you see Julio that night?|kaitoquestions][$question to 6;$chars.kaito.questions[6] to 1]]</div>
<</if>>
<<if $chars.kaito.questions[7] is 0 && ($chars.kaito.questions[1] is 1 || $chars.kaito.questions[2] is 1 || $chars.kaito.questions[3] is 1)>>
<div class="action-link">[[Are you always this short?|kaitoquestions][$question to 7;$chars.kaito.questions[7] to 1]]</div>
<</if>>
<<if $chars.kaito.questions[8] is 0 && $chars.kaito.questions[7] is 1>>
<div class="action-link">[[Why is that?|kaitoquestions][$question to 8;$chars.kaito.questions[8] to 1]]</div>
<</if>>
<<if $chars.kaito.questions[9] is 0 && $chars.kaito.questions[5] is 1>>
<div class="action-link">[[Where do you sell at?|kaitoquestions][$question to 9;$chars.kaito.questions[9] to 1]]</div>
<</if>>
<<if Object.values($chars.kaito.questions).includes(1)>>
<div class="action-link">[[Accuse Kaito|accuse kaito]]</div>
<</if>>
<div class="action-link warn">[[Leave|Beach]]</div>
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<<vnline narrator key:libraryintro>>Libraries have an interesting smell to them. Old paper, new books, dust, must, and some coffee all combine into something wholly unique. <</vnline>>
<<vnactionsat "libraryintro">>
<div class="action-link">[[Study|LibraryStudy]]</div>
<div class="action-link alt">[[Leave|CityMap]]</div>
<</vnactionsat>>
<</vndialogbox>>
<<if $chars.player.baseLocations.flags.libraryCard is 0>>
<<set $chars.player.baseLocations.flags.libraryCard to 1>>
<<goto "LibraryCardIntro">>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator>>Libraries have an interesting smell to them. Old paper, new books, dust, must, and some coffee all combine into something wholly unique. As you look around and take a moment to engross yourself in the building, a voice snaps your attention away.<</vnline>>
<<vnline librarian>>Hello hello! Is there something I can help you with today?<</vnline>>
<<vnline player>>I don’t think so. Just looking to do some reading.<</vnline>>
<<vnline librarian>>Then you’ve come to the right place, haven’t you? Do you have a library card?<</vnline>>
<<vnline player>>No, not yet at least.<</vnline>>
<<vnline librarian>>What terrific phrasing of your answer. Come along I’ll get you all squared away.<</vnline>>
<<vnline narrator>>A few quick questions is all it takes for the man behind the counter to have a card printed for you. He even has a way to laminate it then and there. After a few moments he hands you the shiny new card. <</vnline>>
<<vnline librarian>>Here you go, player.name! Enjoy the wonderful world of reading!<</vnline>>
<<vnline player>>Thanks!<</vnline>>
<<vnline narrator key:librarycarddone>>With this, now you can come here whenever you’d like. There’s no more surefire way to find more knowledge than by looking in a book.<</vnline>>
<<vnactionsat "librarycarddone">>
[[Continue|Library]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator key:librarystudystart>>You grab a few books, secure yourself a seat at an empty table, and get to work. Reading, studying, absorbing information. It’s nice and quiet today. A perfect environment to read in. No distractions, just you and your pile of books. You learn a few things. You unlearn a few things. You’re reminded of things you learned long ago but forgot. In the end, you’re a smarter person for it. More information is always a boon. It’s necessary to make you more intelligent, and more well equipped at any given moment. Now, you just need the wisdom to put what you learn into action. <<baseGainStat "intelligence" 1>> <<addhours 1>><</vnline>>
<<vnmediaat "librarystudystart">>
<video src="ressources/activities/studying.mp4" autoplay loop muted playsinline></video>
<</vnmediaat>>
<<vnactionsat "librarystudystart">>
[[Leave|Library]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<<if $chars.marleen.path is "yes" && $chars.marleen.objectives.stage_one.completed is 1 && $chars.marleen.objectives.stage_two_yes.completed is 0 && $chars.marleen.relation gte 20 && $chars.marleen.location is "Mall">>
<<set $scene to 0>><<goto "marleen_stage_two_yes">>
<</if>>
<</nobr>><<nobr>>
<<set $popupenable to 1>>
<<vndialogbox>>
<<vnline narrator>> Time for a little tutorial to get you started! <</vnline>>
<<vnline narrator>> This is the map of your city, Denlaw. Where you live and where you will shape your story. <</vnline>>
<<vnline narrator>> Your first decision will be where you want to live, fresh off getting kicked out by your Father. <</vnline>>
<<vnline narrator>> You have a few choices, considering the money you have to get started. <</vnline>>
<<vnline narrator>> You just need to choose how much you want to spend. And how much you want to have left over to start your journey. <<addclass "body" "fakecitymap">> <<removeclass "body" "slums">><</vnline>>
<<vnline narrator>> The Slums is a dank, and filthy place to live. Riddled with all sorts of crime. But it’s cheap! Hell if you want you could even find an alley here and sleep for free! <<removeclass "body" "fakecitymap">> <<addclass "body" "slums">> <<removeclass "body" "downtown">><</vnline>>
<<vnline narrator>> Downtown is a bit nicer. Busy, and with quick access to a lot of stores and businesses. But it’s a bit more pricey. <<removeclass "body" "slums">> <<addclass "body" "downtown">> <<removeclass "body" "northhouses">><</vnline>>
<<vnline narrator>> Northern houses is one of the safest and most well maintained areas in Denlaw. And the price of your apartment or home there will reflect that. <<removeclass "body" "downtown">> <<addclass "body" "northhouses">><</vnline>>
<<vnline narrator>> Become someone was using a old shady phone to guide you through the game. This game uses an interactive panel. It will automatically show the character information when you talk to them. <</vnline>>
<<vnline narrator>> But you can also open it at any time by clicking on the button at the bottom right of the screen. <</vnline>>
<<vnline narrator>> You have $10,000 to spend. You’re free to roam and pave your way through life now! Explore, and enjoy!<</vnline>>
<<vnline>><<addhours 1>><<goto CityMap>><</vnline>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<setCharLocationClass "marleen">>
<<set _discussion to [0,1,2]>>
<<vndialogbox>>
<<vnline marleen key:talkactions>>Hello <<print $chars.player.name>>. How may I help you?<</vnline>>
<<vnactionsat "talkactions">>
[[Talk to Marleen|marleen_talk][$scene to 1;$discussion to _discussion.random()]]
[[Ask Marleen|marleen_ask][$scene to 0]]
[[Leave|CityMap][$scene to 0]]
<<if $chars.player.girlfriend is "Marleen">>
[[Ask Marleen out on a date|marleen_gfdate][$scene to 0]]
<<elseif $chars.marleen.path is "yes" && $chars.marleen.objectives.stage_two_yes.completed is 1 && $chars.marleen.objectives.stage_three_yes.completed is 0 && $chars.marleen.relation gte 50 && $chars.marleen.date_count gte 1 && $chars.player.housing.alley is 0>>
[[Ask Marleen out on a date|marleen_stage_three_yes][$scene to 0]]
<<elseif $chars.marleen.path is "yes" && $chars.marleen.objectives.stage_two_yes.completed is 1 && $chars.marleen.objectives.stage_three_yes.completed is 0>>
[[Ask Marleen out on a date|marleen_date_standard][$scene to 0]]
<</if>>
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set _hasGifts = Object.values($inventory.gifts).some(function(num) { return num > 0; })>>
<<set _hasCoffee = Object.values($inventory.coffee).some(function(num) { return num > 0; })>>
<<if $chars.mei.objectives.stage_one.completed is 1 && $chars.mei.pitch_call_success is 1 && $chars.mei.objectives.stage_two.completed is 0 && $chars.mei.relation gte 25>>
<<set $scene to 0>><<goto "mei_stage_two">>
<</if>>
<<set _discussion to [0,1,2,3,4]>>
<<vndialogbox>>
<<vnline mei key:talkactions>>What do you want, <<print $chars.player.firstName>>?<</vnline>>
<<vnactionsat "talkactions">>
[[Talk to Mei|mei_talk][$scene to 1;$discussion to _discussion.random()]]
<<if $chars.player.girlfriend is "Mei">>[[Wanna go out on a date?|meimalldate][$scene to 0]]<</if>>
[[Ask Mei|mei_ask][$scene to 0]]
<<if _hasGifts>>[[Give Mei a gift|meigift]]<</if>>
<<if _hasCoffee>>[[Give a coffee to Mei|meicoffee]]<</if>>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<setCharLocationClass "mei">>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator>>The only place you know to look for Mina is at her trainer’s home. You have no idea if that affair is still going on, but it’s your best chance of catching her. Luckily, there are the same couple of cars out front of the trainer’s house as last time. When you go around back, hoping to find the back door open again, you actually find the pair doing real exercises by the pool. They both jump to attention when they see you. Mina clearly shocked to see you more than the trainer.<</vnline>>
<<vnline minatrainer angry>>Whoa man you can’t keep just coming on my damn property!<</vnline>>
<<vnline player>>Calm down, I just need to talk to her.<</vnline>>
<<vnline minatrainer>>Then call her! Damn!<</vnline>>
<<vnline mina>>It’s okay, I’m sorry. There is more going on than you know.<</vnline>>
<<vnline minatrainer>>Whatever, I don’t wanna be involved. Let me know when you’re done.<</vnline>>
<<vnline narrator>>The trainer walks back into his house with a huff. Closing the door behind him and giving the two of you some privacy.<</vnline>>
<<vnline mina>>I was told you were dead.<</vnline>>
<<vnline player>>Sorry to disappoint you. I know how relieving it must have been to think that the one person who has evidence on you is dead. But, I want the people who told you that, to keep thinking that.<</vnline>>
<<vnline mina>>Why are you here?<</vnline>>
<<vnline player>>I need your help. I can’t tell you with what. I don’t really trust you. But I need you to distract Damir when I tell you to. Do that for me, and the evidence disappears. It will be like I never met you.<</vnline>>
<<vnline mina>>All I need to do is distract him?<</vnline>>
<<vnline player>>So long as he is with you, and away for a few hours, then you’ll have done your job. Do we have a deal or no?<</vnline>>
<<vnline mina>>Deal. Just, leave me alone though.<</vnline>>
<<vnline player>>Do as I asked and that phone call will be the last time you hear my voice.<</vnline>>
<<vnline narrator>>You give one another a nod of understanding. Then you turn and leave the way you came. Her help is as secured as can be. With any luck, you won’t have to face Damir when you raid the Den. And once you take Vitalyy down, Damir won’t stick around to fight for nothing. But even if he does, you’ll have the muscle to stop him.<</vnline>>
<<vnline narrator key:minadistract>>Mina will distract Damir!<<addhours 1>><</vnline>>
<<vnactionsat "minadistract">>
[[Continue|CityMap][$scene to 1;$opportunities.druglord.allies.push("Mina")]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $opportunities.druglord.damirrequest is 1>>
<<set $scene to 0>><<goto "TrainersPlaceFirstEncounter">>
<<elseif $opportunities.druglord.damirrequest gte 2 &&($opportunities.druglord.minachoice is 0 || $opportunities.druglord.minachoice is 2 || $opportunities.druglord.minachoice is 3) && $opportunities.druglord.vitalyybigscore gte 2 && $opportunities.druglord.allies.includes("Mina") is false>>
<<set $scene to 0>><<goto "MinaGathering">>
<<else>>
<<vndialogbox>>
<<vnline narrator key:nothing>>There is nothing to do here at the moment<</vnline>>
<<vnactionsat nothing>>
[[Leave|CityMap]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>><<nobr>>
<<set _discussion to [0,1,2,3,4]>>
<<vndialogbox>>
<<vnline nick key:nickactions>>What's good, what's good?<</vnline>>
<<vnactionsat "nickactions">>
[[Talk to Nick|nickdialogues][$scene to 0;$discussion to _discussion.random()]]
[[Ask Nick|nickdialogues][$scene to 1]]
[[Buy drugs|NickShop]]
[[Leave|Slums][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<initDrugOpportunity>>
<<if not $ShopSelection>>
<<set $ShopSelection to { weed: { quality: 1, qty: 1 }, ecstasy: { quality: 1, qty: 1 }, cocaine: { quality: 1, qty: 1 }, heroin: { quality: 1, qty: 1 } }>>
<</if>>
<<if not $DrugDebt>>
<<set $DrugDebt to { outstanding: 1000, creditor: "Nick", started: true }>>
<</if>>
<<if not $ShopUI>>
<<set $ShopUI to {}>>
<</if>>
<<set _supplier to "alley_nick">>
<<set _passage to "NickAlleyShop">>
<<set _cash to 0 + (setup.DrugOpportunity ? setup.DrugOpportunity.getPlayerCash() : 0)>>
<<set _debt to Number($DrugDebt.outstanding || 0)>>
<div id="drugshop" class="shop-page-wrap">
<section class="shop-center-panel">
<div class="shop-head">
<div>
<h2>Purchase Product</h2>
<p class="shop-note">Nick only sells weed in the alley.</p>
</div>
<div class="shop-top-chips">
<span class="shop-chip">Supplier: Nick</span>
<span class="shop-chip">Cash $<<= $chars.player.money>></span>
<span class="shop-chip">Debt $<<= $DrugDebt.outstanding>></span>
</div>
</div>
<div class="shop-grid">
<<set _drug to "weed">>
<<if not $DrugCatalog[_drug].qualities[$ShopSelection[_drug].quality]>>
<<set $ShopSelection[_drug].quality to 1>>
<</if>>
<<set _quality to Number($ShopSelection[_drug].quality || 1)>>
<<set _qty to Number($ShopSelection[_drug].qty || 1)>>
<<set _qKey to "quality" + _quality>>
<<set _invQty to Number((($inventory[_drug] || {})[_qKey]) || 0)>>
<<drugBuyQuote _supplier _drug _quality _qty>>
<article class="shop-card">
<div class="shop-card-top">
<div class="shop-icon-wrap"><img src="ressources/drugs/weed.webp" alt="Weed icon"></div>
<div>
<h3 class="shop-card-title">Weed</h3>
<p class="shop-card-sub">Buy by lb</p>
</div>
</div>
<div class="shop-qrow">
<span @class="'shop-qbtn ' + ($ShopSelection.weed.quality is 1 ? 'active' : '')"><<link "Low">><<set $ShopSelection.weed.quality to 1>><<goto _passage>><</link>></span>
<span @class="'shop-qbtn ' + ($ShopSelection.weed.quality is 2 ? 'active' : '')"><<link "Mid">><<set $ShopSelection.weed.quality to 2>><<goto _passage>><</link>></span>
<span @class="'shop-qbtn ' + ($ShopSelection.weed.quality is 3 ? 'active' : '')"><<link "High">><<set $ShopSelection.weed.quality to 3>><<goto _passage>><</link>></span>
</div>
<div class="shop-line">
<span>Quantity</span>
<span class="shop-stepper">
<span class="shop-step-btn"><<link "-">><<set $ShopSelection.weed.qty to Math.max(1, Number($ShopSelection.weed.qty || 1) - 1)>><<goto _passage>><</link>></span>
<span class="shop-step-value"><<= _qty>></span>
<span class="shop-step-btn"><<link "+">><<set $ShopSelection.weed.qty to Math.min(99, Number($ShopSelection.weed.qty || 1) + 1)>><<goto _passage>><</link>></span>
</span>
</div>
<div class="shop-line"><span>Unit Price</span><span class="shop-price">$<<= $BuyQuote ? $BuyQuote.unitCost : 0>></span></div>
<div class="shop-line"><span>You Get</span><span class="shop-amount"><<= $BuyQuote ? $BuyQuote.addedUnits : 0>> <<= $BuyQuote ? $BuyQuote.inventory_unit : 'units'>></span></div>
<div class="shop-line"><span>Current Q<<= _quality>></span><span><<= _invQty>></span></div>
<<if $BuyQuote and $BuyQuote.ok>>
<span class="shop-btn"><<link "Buy">><<nobr>><<buyDrug _supplier _drug _quality _qty>><<goto _passage>><</nobr>><</link>></span>
<<else>>
<span class="shop-disabled">Not enough cash</span>
<</if>>
</article>
</div>
</section>
</div>
<<vndialogbox>>
<<vnactions>>
<div class="action-link alt">
<<link "Refresh Offer">><<set $LastShopAction to { message: "Stock refreshed. Same pricing, fresh packs." }>><<goto _passage>><</link>>
</div>
<div class="action-link">
<<link "Pay Debt">><<payDrugDebt $DrugDebt.outstanding>><<goto _passage>><</link>>
</div>
<div class="action-link warn">
<<link "Leave Shop">><<goto "IndustrialShift">><</link>>
</div>
<</vnactions>>
<<vnmeta>>
<div class="meta">
<span class="meta-item">Cash: $<<shopCash>></span>
<span class="meta-item">Debt: $<<= Number($DrugDebt.outstanding || 0)>></span>
<span class="meta-item">Supplier: Nick</span>
</div>
<</vnmeta>>
<<vnline "Nick" "" "left">>
<<= ($LastShopAction and $LastShopAction.message) ? $LastShopAction.message : "Welcome back. Buy what you need, then move it fast.">>
<</vnline>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $chars.nick.intro is 0>>
<<vndialogbox>>
<<vnline shadowdealer>>Hey man, you tryna party?<</vnline>>
<<vnline narrator>>As you approach the shady looking hooded man, his features become less obscured by the shade of his hood. His dark skin and cautious look stand out as he looks around with a worried expression. <</vnline>>
<<vnline player>>Party? We’re in an alley way.<</vnline>>
<<vnline shadowdealer>>C’mon man, I’m asking if you wanna buy somethin’.<</vnline>>
<<vnline player>>What are you selling?<</vnline>>
<<vnline narrator>>He gives you an incredulous look. <</vnline>>
<<vnline shadowdealer>>You’re starting to sound like a cop, man.<</vnline>>
<<vnline player>>I’m not a cop. I just don’t know what you’re talking about.<</vnline>>
<<vnline shadowdealer>>I’m talking ‘bout weed man.<</vnline>>
<<vnline player>>Oh! Why didn’t you just say that?<</vnline>>
<<vnline shadowdealer>>A dude standing in an alley, talking about partying, ain’t obvious?<</vnline>>
<<vnline narrator>>He sounds almost annoyed at your obliviousness. <</vnline>>
<<vnline player>>Are you really mad that I didn’t assume that you were a drug dealer?<</vnline>>
<<vnline narrator>>He nods his head at that question, not in confirmation but instead in understanding. <</vnline>>
<<vnline nick>>You right, you right. Tell you what, I’mma start us over. I’m Nick.<</vnline>>
<<vnline narrator>>You shack his hand as he extends it out to you. <</vnline>>
<<vnline player>>I’m <<print $chars.player.firstName>>.<</vnline>>
<<vnline nick>>Cool, cool. Good to meet you. What the hell a dude like you doing in this alley? You look like you came fresh from a country club.<</vnline>>
<<vnline player>>Got kicked out of the house. So, just making it on my own.<</vnline>>
<<vnline nick>>Fuck, for real? That’s some bullshit, man. You got a way to get cash?<</vnline>>
<<vnline player>>I’ve got a couple opportunities. Why, are you offering some?<</vnline>>
<<vnline nick>>Hell nah. But I know how you can make some. Good cash too.<</vnline>>
<<vnline player>>What is it?<</vnline>>
<<vnline nick>>My boss is always looking to move more product.<</vnline>>
<<vnline player>>Really? Isn’t weed mostly legal these days?<</vnline>>
<<vnline nick>>True, true. Not everyone likes that Fed shit though. And I sell more than just weed.<</vnline>>
<<vnline player>>Why didn’t you offer me anything else then?<</vnline>>
<<vnline nick>>No offense but you ain’t look like the type.<</vnline>>
<<vnline player>>I promise I’m not offended at being told that I don’t look like a drug user.<</vnline>>
<<vnline narrator>>The two of you share a brief laugh. <</vnline>>
<<vnline nick key:MakeAChoice>>Ahh you right. You’re good people man. I’ll hook you up with some product if you need to make some cash. On loan too so, don’t gotta pay a dime now. Just pay me when you sell it. Won’t be nothing special. But if you’re good at this shit, you can work your way up fast as hell.<</vnline>>
<<vnactionsat "MakeAChoice">>
<div class="action-link">[[Take Nick up on his offer|NickIntro][$chars.nick.intro to 2]]</div>
<div class="action-link alt">[[Decline for now|NickIntro][$chars.nick.intro to 1]]</div>
<</vnactionsat>>
<</vndialogbox>>
<<elseif $chars.nick.intro is 1>>
<<vndialogbox>>
<<vnline player>>Thanks, but I’m not sure I wanna go that route just yet.<</vnline>>
<<vnline nick>>For sure, for sure. You know where I’ll be if you change your mind. Or if you just wanna party.<</vnline>>
<<vnline player>>Thanks again. I’ll let you know.<</vnline>>
<<vnline narrator>>You wave goodbye before turning and heading back up the alley. It’s good to know that Nick’s offer is still on the table, if you need or want to do it. Would be a risky venture. But you know that your Father dipped his toe in the world of drugs and organized crime in the past. And you know just how much money can be made from it. The question will always just be whether it’s worth the risk to you or not. For now, it just isn’t.<</vnline>>
<<vnline>> <<goto CityMap>><</vnline>>
<</vndialogbox>>
<<else>>
<<vndialogbox>>
<<vnline player>>You know what? I’m in. Should be some easy money. And I could use some of that right now.<</vnline>>
<<vnline nick>>Hell yeah, hell yeah. Here ya go my man.<</vnline>>
<<vnline nick handing center>>Here you go my man.<</vnline>>
<<vnline narrator>>Nick hands you a pound of weed packed into a brick shape in plastic wrap. You quickly take it and hold it in a way to hide it from view. <</vnline>>
<<vnline nick>>Now since you’re cool, I’ll give you a loan for this. It costs a grand. You can make profit with that easy. And the smoother you are, the more charisma you got, the more you can make. You’re gonna have to pay me back before I sell you more though. Everything else from here on you gotta pay up front. And hey, when you sell enough I’ll start letting you get some of the good bud too.<</vnline>>
<<vnline player>>Well what if I just wanna sell the one pound? Pay you back and walk with my profit?<</vnline>>
<<vnline nick>>You can do that, for sure, for sure. But you're gonna be leaving money on the table doing that.<</vnline>>
<<vnline player>>That’s true. Well, I guess I’ll see you soon then.<</vnline>>
<<vnline nick>>Good looking out. I’ll catch you.<</vnline>>
<<vnline narrator>>You head off and stash the weed away. Leaving Nick to continue selling from the alley as normal. It would be best not to sell where he does. But there is a place in every district in the city that you could hold up at and start selling. Watch out for the cops though. You never know when they might be doing an undercover sting. So long as you pay attention to the market and the type of drugs that people like, you’re sure to make some good cash doing this. Who knows how high you can reach as you get access to better weed too. You might just find yourself rising up among the dealers of the city. And hell, this weed could even make decent gifts to any lady that you might be interested in. Provided that she smokes, and provided that you don’t mind giving away some of your product for free.<</vnline>>
<<vnline narrator key:Leave>>Gained 16 ounces of Low Quality Weed! <<set $inventory.weed.quality1 += 16>> <<set $chars.nick.intro to 3>><</vnline>>
<<vnactionsat "Leave">> [[Leave|CityMap]]<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<initDrugOpportunity>>
<<if not $ShopSelection>>
<<set $ShopSelection to { weed: { quality: 1, qty: 1 }, ecstasy: { quality: 1, qty: 1 }, cocaine: { quality: 1, qty: 1 }, heroin: { quality: 1, qty: 1 } }>>
<</if>>
<<if not $DrugDebt>>
<<set $DrugDebt to { outstanding: 1000, creditor: "Nick", started: true }>>
<</if>>
<<if not $ShopUI>>
<<set $ShopUI to {}>>
<</if>>
<<set _supplier to "den">>
<<set _passage to "DamirShop">>
<<if $DrugSuppliers and $DrugSuppliers.den and $DrugSuppliers.den.sells>>
<<set $DrugSuppliers.den.sells.weed to [1,2,3]>>
<</if>>
<<set _cash to 0 + (setup.DrugOpportunity ? setup.DrugOpportunity.getPlayerCash() : 0)>>
<<set _debt to Number($DrugDebt.outstanding || 0)>>
<div id="drugshop" class="shop-page-wrap">
<section class="shop-center-panel">
<div class="shop-head">
<div>
<h2>Purchase Product</h2>
<p class="shop-note">The Den handles weed, ecstasy, cocaine, and heroin.</p>
</div>
<div class="shop-top-chips">
<span class="shop-chip">Supplier: The Den</span>
<span class="shop-chip">Cash $<<= $chars.player.money>></span>
<span class="shop-chip">Debt $<<= $DrugDebt.outstanding>></span>
</div>
</div>
<div class="shop-grid">
<<set _drug to "weed">>
<<if not $DrugCatalog[_drug].qualities[$ShopSelection[_drug].quality]>>
<<set $ShopSelection[_drug].quality to 1>>
<</if>>
<<set _quality to Number($ShopSelection[_drug].quality || 1)>>
<<set _qty to Number($ShopSelection[_drug].qty || 1)>>
<<set _qKey to "quality" + _quality>>
<<set _invQty to Number((($inventory[_drug] || {})[_qKey]) || 0)>>
<<drugBuyQuote _supplier _drug _quality _qty>>
<article class="shop-card">
<div class="shop-card-top"><div class="shop-icon-wrap"><img src="ressources/drugs/weed.webp" alt="Weed icon"></div><div><h3 class="shop-card-title">Weed</h3><p class="shop-card-sub">Buy by lb</p></div></div>
<div class="shop-qrow">
<span @class="'shop-qbtn ' + ($ShopSelection.weed.quality is 1 ? 'active' : '')"><<link "Low">><<set $ShopSelection.weed.quality to 1>><<goto _passage>><</link>></span>
<span @class="'shop-qbtn ' + ($ShopSelection.weed.quality is 2 ? 'active' : '')"><<link "Mid">><<set $ShopSelection.weed.quality to 2>><<goto _passage>><</link>></span>
<span @class="'shop-qbtn ' + ($ShopSelection.weed.quality is 3 ? 'active' : '')"><<link "High">><<set $ShopSelection.weed.quality to 3>><<goto _passage>><</link>></span>
</div>
<div class="shop-line"><span>Quantity</span><span class="shop-stepper"><span class="shop-step-btn"><<link "-">><<set $ShopSelection.weed.qty to Math.max(1, Number($ShopSelection.weed.qty || 1) - 1)>><<goto _passage>><</link>></span><span class="shop-step-value"><<= _qty>></span><span class="shop-step-btn"><<link "+">><<set $ShopSelection.weed.qty to Math.min(99, Number($ShopSelection.weed.qty || 1) + 1)>><<goto _passage>><</link>></span></span></div>
<div class="shop-line"><span>Unit Price</span><span class="shop-price">$<<= ($BuyQuote and typeof $BuyQuote.unitCost !== "undefined") ? $BuyQuote.unitCost : 0>></span></div>
<div class="shop-line"><span>You Get</span><span class="shop-amount"><<= ($BuyQuote and typeof $BuyQuote.addedUnits !== "undefined") ? $BuyQuote.addedUnits : 0>> <<= ($BuyQuote and $BuyQuote.inventory_unit) ? $BuyQuote.inventory_unit : 'units'>></span></div>
<div class="shop-line"><span>Current Q<<= _quality>></span><span><<= _invQty>></span></div>
<<if $BuyQuote and $BuyQuote.ok>><span class="shop-btn"><<link "Buy">><<nobr>><<buyDrug _supplier "weed" $ShopSelection.weed.quality $ShopSelection.weed.qty>><<goto _passage>><</nobr>><</link>></span><<else>><span class="shop-disabled">Not enough cash</span><</if>>
</article>
<<set _drug to "ecstasy">>
<<if not $DrugCatalog[_drug].qualities[$ShopSelection[_drug].quality]>>
<<set $ShopSelection[_drug].quality to 1>>
<</if>>
<<set _quality to Number($ShopSelection[_drug].quality || 1)>>
<<set _qty to Number($ShopSelection[_drug].qty || 1)>>
<<set _qKey to "quality" + _quality>>
<<set _invQty to Number((($inventory[_drug] || {})[_qKey]) || 0)>>
<<drugBuyQuote _supplier _drug _quality _qty>>
<article class="shop-card">
<div class="shop-card-top"><div class="shop-icon-wrap"><img src="ressources/drugs/ecstasy.webp" alt="Ecstasy icon"></div><div><h3 class="shop-card-title">Ecstasy</h3><p class="shop-card-sub">Buy by pack</p></div></div>
<div class="shop-qrow">
<span @class="'shop-qbtn ' + ($ShopSelection.ecstasy.quality is 1 ? 'active' : '')"><<link "Low">><<set $ShopSelection.ecstasy.quality to 1>><<goto _passage>><</link>></span>
<span class="shop-disabled">MID</span>
<span @class="'shop-qbtn ' + ($ShopSelection.ecstasy.quality is 3 ? 'active' : '')"><<link "High">><<set $ShopSelection.ecstasy.quality to 3>><<goto _passage>><</link>></span>
</div>
<div class="shop-line"><span>Quantity</span><span class="shop-stepper"><span class="shop-step-btn"><<link "-">><<set $ShopSelection.ecstasy.qty to Math.max(1, Number($ShopSelection.ecstasy.qty || 1) - 1)>><<goto _passage>><</link>></span><span class="shop-step-value"><<= _qty>></span><span class="shop-step-btn"><<link "+">><<set $ShopSelection.ecstasy.qty to Math.min(99, Number($ShopSelection.ecstasy.qty || 1) + 1)>><<goto _passage>><</link>></span></span></div>
<div class="shop-line"><span>Unit Price</span><span class="shop-price">$<<= ($BuyQuote and typeof $BuyQuote.unitCost !== "undefined") ? $BuyQuote.unitCost : 0>></span></div>
<div class="shop-line"><span>You Get</span><span class="shop-amount"><<= ($BuyQuote and typeof $BuyQuote.addedUnits !== "undefined") ? $BuyQuote.addedUnits : 0>> <<= ($BuyQuote and $BuyQuote.inventory_unit) ? $BuyQuote.inventory_unit : 'units'>></span></div>
<div class="shop-line"><span>Current Q<<= _quality>></span><span><<= _invQty>></span></div>
<<if $BuyQuote and $BuyQuote.ok>><span class="shop-btn"><<link "Buy">><<nobr>><<buyDrug _supplier "ecstasy" $ShopSelection.ecstasy.quality $ShopSelection.ecstasy.qty>><<goto _passage>><</nobr>><</link>></span><<else>><span class="shop-disabled">Not enough cash</span><</if>>
</article>
<<set _drug to "cocaine">>
<<if not $DrugCatalog[_drug].qualities[$ShopSelection[_drug].quality]>>
<<set $ShopSelection[_drug].quality to 1>>
<</if>>
<<set _quality to Number($ShopSelection[_drug].quality || 1)>>
<<set _qty to Number($ShopSelection[_drug].qty || 1)>>
<<set _qKey to "quality" + _quality>>
<<set _invQty to Number((($inventory[_drug] || {})[_qKey]) || 0)>>
<<drugBuyQuote _supplier _drug _quality _qty>>
<article class="shop-card">
<div class="shop-card-top"><div class="shop-icon-wrap"><img src="ressources/drugs/cocain.webp" alt="Cocaine icon"></div><div><h3 class="shop-card-title">Cocaine</h3><p class="shop-card-sub">Buy by lb</p></div></div>
<div class="shop-qrow">
<span @class="'shop-qbtn ' + ($ShopSelection.cocaine.quality is 1 ? 'active' : '')"><<link "Low">><<set $ShopSelection.cocaine.quality to 1>><<goto _passage>><</link>></span>
<span @class="'shop-qbtn ' + ($ShopSelection.cocaine.quality is 2 ? 'active' : '')"><<link "Mid">><<set $ShopSelection.cocaine.quality to 2>><<goto _passage>><</link>></span>
<span @class="'shop-qbtn ' + ($ShopSelection.cocaine.quality is 3 ? 'active' : '')"><<link "High">><<set $ShopSelection.cocaine.quality to 3>><<goto _passage>><</link>></span>
</div>
<div class="shop-line"><span>Quantity</span><span class="shop-stepper"><span class="shop-step-btn"><<link "-">><<set $ShopSelection.cocaine.qty to Math.max(1, Number($ShopSelection.cocaine.qty || 1) - 1)>><<goto _passage>><</link>></span><span class="shop-step-value"><<= _qty>></span><span class="shop-step-btn"><<link "+">><<set $ShopSelection.cocaine.qty to Math.min(99, Number($ShopSelection.cocaine.qty || 1) + 1)>><<goto _passage>><</link>></span></span></div>
<div class="shop-line"><span>Unit Price</span><span class="shop-price">$<<= ($BuyQuote and typeof $BuyQuote.unitCost !== "undefined") ? $BuyQuote.unitCost : 0>></span></div>
<div class="shop-line"><span>You Get</span><span class="shop-amount"><<= ($BuyQuote and typeof $BuyQuote.addedUnits !== "undefined") ? $BuyQuote.addedUnits : 0>> <<= ($BuyQuote and $BuyQuote.inventory_unit) ? $BuyQuote.inventory_unit : 'units'>></span></div>
<div class="shop-line"><span>Current Q<<= _quality>></span><span><<= _invQty>></span></div>
<<if $BuyQuote and $BuyQuote.ok>><span class="shop-btn"><<link "Buy">><<nobr>><<buyDrug _supplier "cocaine" $ShopSelection.cocaine.quality $ShopSelection.cocaine.qty>><<goto _passage>><</nobr>><</link>></span><<else>><span class="shop-disabled">Not enough cash</span><</if>>
</article>
<<set _drug to "heroin">>
<<if not $DrugCatalog[_drug].qualities[$ShopSelection[_drug].quality]>>
<<set $ShopSelection[_drug].quality to 1>>
<</if>>
<<set _quality to Number($ShopSelection[_drug].quality || 1)>>
<<set _qty to Number($ShopSelection[_drug].qty || 1)>>
<<set _qKey to "quality" + _quality>>
<<set _invQty to Number((($inventory[_drug] || {})[_qKey]) || 0)>>
<<drugBuyQuote _supplier _drug _quality _qty>>
<article class="shop-card">
<div class="shop-card-top"><div class="shop-icon-wrap"><img src="ressources/drugs/heroin.webp" alt="Heroin icon"></div><div><h3 class="shop-card-title">Heroin</h3><p class="shop-card-sub">Buy by lb</p></div></div>
<div class="shop-qrow">
<span @class="'shop-qbtn ' + ($ShopSelection.heroin.quality is 1 ? 'active' : '')"><<link "Low">><<set $ShopSelection.heroin.quality to 1>><<goto _passage>><</link>></span>
<span @class="'shop-qbtn ' + ($ShopSelection.heroin.quality is 2 ? 'active' : '')"><<link "Mid">><<set $ShopSelection.heroin.quality to 2>><<goto _passage>><</link>></span>
<span @class="'shop-qbtn ' + ($ShopSelection.heroin.quality is 3 ? 'active' : '')"><<link "High">><<set $ShopSelection.heroin.quality to 3>><<goto _passage>><</link>></span>
</div>
<div class="shop-line"><span>Quantity</span><span class="shop-stepper"><span class="shop-step-btn"><<link "-">><<set $ShopSelection.heroin.qty to Math.max(1, Number($ShopSelection.heroin.qty || 1) - 1)>><<goto _passage>><</link>></span><span class="shop-step-value"><<= _qty>></span><span class="shop-step-btn"><<link "+">><<set $ShopSelection.heroin.qty to Math.min(99, Number($ShopSelection.heroin.qty || 1) + 1)>><<goto _passage>><</link>></span></span></div>
<div class="shop-line"><span>Unit Price</span><span class="shop-price">$<<= ($BuyQuote and typeof $BuyQuote.unitCost !== "undefined") ? $BuyQuote.unitCost : 0>></span></div>
<div class="shop-line"><span>You Get</span><span class="shop-amount"><<= ($BuyQuote and typeof $BuyQuote.addedUnits !== "undefined") ? $BuyQuote.addedUnits : 0>> <<= ($BuyQuote and $BuyQuote.inventory_unit) ? $BuyQuote.inventory_unit : 'units'>></span></div>
<div class="shop-line"><span>Current Q<<= _quality>></span><span><<= _invQty>></span></div>
<<if $BuyQuote and $BuyQuote.ok>><span class="shop-btn"><<link "Buy">><<nobr>><<buyDrug _supplier "heroin" $ShopSelection.heroin.quality $ShopSelection.heroin.qty>><<goto _passage>><</nobr>><</link>></span><<else>><span class="shop-disabled">Not enough cash</span><</if>>
</article>
</div>
</section>
</div>
<<vndialogbox>>
<<vnactions>>
<div class="action-link alt">
<<link "Refresh Offer">><<set $LastShopAction to { message: "All refreshed for you. Take your time and pick whatever works best." }>><<goto _passage>><</link>>
</div>
<div class="action-link">
<<link "Pay Debt $500">><<payDrugDebt 500>><<goto _passage>><</link>>
</div>
<div class="action-link warn">
<<link "Leave Shop">><<goto "Den">><</link>>
</div>
<</vnactions>>
<<vnmeta>>
<div class="meta">
<span class="meta-item">Cash: $<<shopCash>></span>
<span class="meta-item">Debt: $<<= Number($DrugDebt.outstanding || 0)>></span>
<span class="meta-item">Supplier: The Den</span>
</div>
<</vnmeta>>
<<vnline "nick" "" "left">>
<<= ($LastShopAction and $LastShopAction.message) ? $LastShopAction.message : "Good to see you. Take a look around, and let me know what you need.">>
<</vnline>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set $scene to 0>>
<<if $chars.emilia.objectives.stage_one.completed is 0 && $chars.emilia.relation >= 5 && $chars.emilia.location is "Night Club" && $chars.emilia.objectives.introduction.completed is 1>>
<<set $chars.emilia.objectives.stage_one.completed to 1>><<goto "emilia_stageone">>
<</if>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>><<nobr>>
<<set _random to random(4)>>
<<set _videosrc to "ressources/scenes/nightclub/fuck" + "/" + random(1, 3) + ".mp4">>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator key=dancing>>The music hits just right, and you move and sway to the sounds. Taking your spot on the dance floor and just hitting a groove.<</vnline>>
<<vnmediaat "dancing">><video src="ressources/scenes/nightclub/dancing.mp4" autoplay loop playsinline controls></video><</vnmediaat>>
<<vnline "Club slut">>Hey! Nice moves!<</vnline>>
<<vnline narrator>>The girl who interrupts you has a drink in hand and a glint in her eye. You know what she wants.<</vnline>>
<<vnline player>>Thanks! Wanna dance?<</vnline>>
<<vnline "Club slut" key:gofurther>>I think we can have more fun than that!<</vnline>>
<<vnactionsat "gofurther">>
[[Go with her|NightClubDancer][$scene to 1]]
<div class="action-link alt">[[Get back to dancing|NightClubDancer][$scene to 2]]
</div>
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline narrator key:fuck>>Club bathrooms are the best place to get a quick fuck in without needing to go all the way home. Just private enough to take a club slut like this chick, and pound her out. Giving you both the fun you were looking for, before you head back out to the dance floor. <<addhours 1>><</vnline>>
<<vnmediaat "fuck">><video @src="_videosrc" autoplay loop playsinline controls></video><</vnmediaat>>
<<vnactions>>
[[Leave|Night Club]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator key:dancing>>You tell her to buzz off. Some random club slut isn’t going to come between you and getting your groove on. <<baseGainStat "willpower" 1>> <<addhours 1>><</vnline>>
<<vnmediaat "dancing">><video src="ressources/scenes/nightclub/dancing.mp4" autoplay loop playsinline controls></video><</vnmediaat>>
<<vnactions>>
[[Leave|Night Club]]
<</vnactions>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<set _lines to ["It’s a lot more comfortable getting a private dance. They only last the length of one song. But it’s only you in there. Not a bunch of other guys taking up space on the side of the stage.","The best lap dances are the ones where the girls that aren’t afraid to get up close and handsy. ","Just a few more dollars gets you a dance all to yourself. Some girls are more worth it than others. But you have an eye for talent and assets."]>>
<<set _videosrc to "ressources/scenes/nightclub/lapdance" + "/" + random(1, 2) + ".mp4">>
<<vndialogbox>>
<<vnline narrator>><<print either(_lines)>> <<addhours 1>><</vnline>>
<<vnmediaat "peoplewatching">><video @src="_videosrc" autoplay loop playsinline controls></video><</vnmediaat>>
<<vnactions>>[[Leave|Night Club]]<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set _lines to ["Girls come out one after another. Each of them taking position on a pole, dancing to the music for the viewing pleasure of you and the rest of the crowd.", "Singles shower the stage as girls come out and dance for the crowd. The more they take off, the more money starts to rain. Sometimes people even up the dollar amount to fives along with the ones. Wait, was that a twenty?","It’s always impressive how acrobatic some of the girls on stage are. The pole may be the thing that’s actually spinning, but holding themselves up like that with just their hands or legs is crazy athletic."]>>
<<set _videosrc to "ressources/scenes/nightclub/watch" + "/" + random(1, 3) + ".mp4">>
<<vndialogbox>>
<<vnline narrator>><<print either(_lines)>> <<addhours 1>><</vnline>>
<<vnmediaat "peoplewatching">><video @src="_videosrc" autoplay loop playsinline controls></video><</vnmediaat>>
<<vnactions>>[[Leave|Night Club]]<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>>Options
Coming for v0.02
[[CityMap]]<<nobr>>
<<if $chars.farah.objectives.stage_one.completed is 1 && $chars.farah.objectives.stage_two.completed is 0 && $chars.farah.relation gte 25 && isDateBetween($gameDate,'07:00','12:00') && $chars.farah.location is "Park">>
<<set $scene to 0>><<goto "farah_stage_two">>
<</if>>
<<set $scene to 0>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>><<nobr>>
<<if $chars.player.baseLocations.flags.battingIntro is 0>><<goto "ParkBattingIntro">><</if>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator>>What would you like to do today?<</vnline>>
<<vnactions>>
<<if $chars.player.money gte 100>>[[Practice batting with the coach|ParkBatting][$scene to 1]]<</if>>
[[Practice batting alone|ParkBatting][$scene to 2]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline "Batting coach">>Step into your swing a bit deeper. Your timing is getting better, so let’s work on your power.<</vnline>>
<<vnline narrator key:end>>The Coach continues to watch you swing and give you pointers. Every swing you take makes you feel a little more confident. They get just a little more precise each time too. Really helping you develop your abilities much faster than if you just did it on your own. <<addhours 1>><<pay 100>> <<baseGainStat "perception" 1>><</vnline>>
<<vnmediaat "end">><video src="ressources/scenes/park/batting.mp4" autoplay loop playsinline controls></video><</vnmediaat>>
<<vnactionsat "end">>[[Leave|Park]]<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator key:end>>Ball after ball is shot in your direction. Giving the opportunity to swing and hit it hard. You don’t hit every ball. But each swing gets a little better than the last. Incremental progress is the key. Because before you know it, you’ll forget ever being worse than you are right now. And you’ll eventually be more precise than you believed you could be. It just takes more practice. <<addhours 1>> <<baseGainStat "perception" 1>><</vnline>>
<<vnmediaat "end">><video src="ressources/scenes/park/batting.mp4" autoplay loop playsinline controls></video><</vnmediaat>>
<<vnactionsat "end">>[[Leave|Park]]<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator>>The sound of wood and aluminum clashing against the leather of baseballs bounces off every surface and into your ears. The row of cages at the park is full of people practicing their swing. Including one man who looks so large and brawny that he could easily be mistaken for a professional player. He isn’t swinging in one of the cages though. He’s showing a young man how to swing properly.<</vnline>>
<<vnline "Batting coach">>Now see, you wanna lead with your outside elbow. Where that’s pointing is where the ball is rearing to go. And drive it with your hips. That’s where all the power comes from.<</vnline>>
<<vnline narrator>>The young man that he is coaching shows a marked increase in their swing from the first pitch after that. Making solid contact with the next ball and driving it pretty hard into the back wall of the cages. <</vnline>>
<<vnline "Batting coach">>Yeah! That’s it! Great swing. Keep at it. Once you get a good feel for the swing, start trying to aim it.<</vnline>>
<<vnline narrator>>You walk by them and grab a bat, starting to swing as well. You miss the first few pitches. Eventually you hit one well. But then you miss the next. <</vnline>>
<<vnline "Batting coach">>You’re looking where you want to hit it, Keep your eye on the ball.<</vnline>>
<<vnline narrator>>You look over and see the Coach smile and nod at you. You nod back in understanding before giving his advice a try. First ball out of the machine you nail. The sound of it hitting the back cage is even louder than what you hit it with the bat.<</vnline>>
<<vnline "Batting coach">>That’s it!<</vnline>>
<<vnline narrator>>After a few more hits, you feel your swing getting more precise. Really helping you develop your focus along the way. It’s over for now though. The bat is away and the machine is off. When you’re heading out, you head over to the Coach as he cleans up after the young man that he was helping.<</vnline>>
<<vnline player>>Hey, thanks for the assist. Do you do this professionally?<</vnline>>
<<vnline "Batting coach">>No need to thank me. It was just one sentence. You’re the one who put the real work in to follow it. But yeah, I coach people on their swing. Why, are you looking for some lessons?<</vnline>>
<<vnline narrator>>You pull out a five dollar bill and offer it to him.<</vnline>>
<<vnline "Batting coach">>Maybe in the future. But for now I figure you earned this. I don’t take away from your business.<</vnline>>
<<vnline "Batting coach">>Oh no that’s alright. I appreciate the integrity, but I’m loaded. I used to play pro ball. So I don’t do this for the money. I just do it cuz I love teaching the game.<</vnline>>
<<vnline narrator>>You put the money away and extend your hand to shake his.<</vnline>>
<<vnline player>>I appreciate that, a lot. Good luck with it. I’ll be sure to look for you if I want the extra help.<</vnline>>
<<vnline narrator key:end>>He shakes your hand in return, and then you leave. Returning to the cages could be a great way to get more precise in your actions. And that Coach seems like he might be able to help you progress even faster. <<baseGainStat "perception" 1>><<addhours 1>> <<set $chars.player.baseLocations.flags.battingIntro to 1>><</vnline>>
<<vnactionsat "end">>
[[Leave|Park]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<if $gameversion !== 2 && passage() !== "First">>
<<goto "innitpassage">>
<</if>><<nobr>>
<<applyHousingClass>>
<<vndialogbox>>
<<vnline narrator>>The bathroom.<</vnline>>
<<vnactions>>
[[Back|PlayerHouse]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<applyHousingClass>>
<<vndialogbox>>
<<vnline narrator>>The bedroom.<</vnline>>
<<vnactions>>
[[Sleep]]
<<if $inventory.electronics.computer>>[[Your computer|HomePC]]<</if>>
<<if $inventory.gifts.dumbbells gte 1>>[[Use your dumbbells to train|trainathome]]<</if>>
[[Back|PlayerHouse]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<<if $chars.mei.objectives.stage_three.completed is 1 && $chars.mei.objectives.stage_four.completed is 0 && $chars.mei.relation gte 50>>
<<set $scene to 0>><<goto "mei_stage_four">>
<</if>>
<</nobr>><<nobr>>
<<applyHousingClass>>
<<vndialogbox>>
<<vnline narrator>>The kitchen.<</vnline>>
<<vnactions>>
<<if $chars.player.baseLocations.dailyBuff.day != $day>>[[Eat a meal|mealbuff]]<</if>>
[[Back|PlayerHouse]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<applyHousingClass>>
<<vndialogbox>>
<<vnline narrator>>The living room.<</vnline>>
<<vnactions>>
[[Back|PlayerHouse]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>><<nobr>>
<<if $EncounterPhase is "approach">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain>>
Are you the one the students are always mentioning? The one that sells illicit substances? Don't worry, I'm not a cop, just an academic.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain>>
I'm considering purchasing some drugs. Would you happen to have some on hand for sale?
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain>>
I need some items from you so that I might perform an experiment in class today.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "accept">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain>>
Oh wow. A bit more pricey than when I went to school. Good thing I have tenure.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain>>
Don't go spending all of this on drugs. Ha! Just kidding.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain>>
Oh good deal. Might need to cancel my next class to celebrate.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "refuse">>
<<if $DialogueVariant is 1>>
<<vnline _speaker >>
Yikes. I don't have the words to properly elucidate just how terrible of a deal that is. And I'm an English professor.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain >>
No, no. I do not think I will make myself destitute for the sake of a momentary high. Thank you anyway.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain >>
Contrary to what you might believe, professors do not earn that much money. I cannot afford that.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "dismissed">>
<<vnline narrator>>
He adjusts his glasses and strides back toward the faculty building.
<</vnline>>
<</if>>
<</nobr>>Progress<<nobr>>
<<if $EncounterPhase is "approach">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain left>>
Listen, I know you're selling. You might wanna offer me a good price. Never know what might happen if you try to rip a guy like me off.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain left>>
Let's go, be quick with it. I know the deal just tell me how much for what I want.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain left>>
They need to make this shit legal here, dude. I'm tired of walking so far from the tattoo shop just to buy weed or dope. Please tell me you at least got some.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "accept">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain left>>
I guess that's a good enough price. If I find something cheaper around the corner, you'll see me again. Count on that.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain left>>
I'll take it. This better not be cut with something else.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain left>>
If this shit were legal, it'd be cheaper. Whatever I'll take it.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "refuse">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain left>>
Really dude? Fuck you! You're insane if you think I'm paying that.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain left>>
You're gonna regret that bullshit, man. I'm telling my boys that you rip dudes off.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain left>>
I should beat your ass for even saying a number that big. I'm out.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "dismissed">>
<<vnline narrator>>
He spits on the ground and stomps away.
<</vnline>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator>>The Den is no simple place to walk into, not when Vitalyy clearly wants you dead. You'll need allies if you want a real chance of success. If you think you have enough, there is nothing stopping you from going forward and finishing this. But, you have the chance to turn back now, before it's too late.<</vnline>>
<<vnactions>>
<div class="action-link alt">[[Raid the den|raidtheden]]</div>
<div class="action-link">[[Leave for now|CityMap]]</div>
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline father>>What can I do for you, <<print $chars.player.firstName>>?<</vnline>>
<<vnline player>>I have something worth showing you.<</vnline>>
<<vnline narrator>>Your father’s eyebrows race in curiosity. He steps aside to let you into the house to talk. He leads you to the kitchen where he pours a couple cups of coffee.<</vnline>>
<<vnline father>>You’ve been out of the house for some time now. I expect that you have something interesting to show for it.<</vnline>>
<<vnline narrator>>You pull your phone out and place it on the table for him to watch as you scroll through a few pictures. Pictures that detail some of the events that took place throughout your time working with the gang. Including the final picture of yourself, standing in the office of the Den, with you in control of everything.<</vnline>>
<<vnline father>>What exactly are you showing me here?<</vnline>>
<<vnline player>>You once told me a long time ago that you got involved in some of the shadier parts of business around Denlaw. I’ve done the same. I worked my way up, got into some serious trouble, and I even got shot. But now I’m the head of the gang. And I run most of the drug trade in the entire city.<</vnline>>
<<vnline narrator>>His eyes open a bit wider and he nods as he listens.<</vnline>>
<<vnline father>>Well, I can’t exactly say I approve of illegal activity like this. Or anything that gets you shot for that matter. But, it is impressive. You managed to move up to this level much faster than I did. I actually had to kill a rival gangster to even get inside the inner circle of the gang I ran all those years ago.<</vnline>>
<<vnline player>>Let me guess, a Russian?<</vnline>>
<<vnline father>>How did you know that?<</vnline>>
<<vnline player>>The man in that last picture was the head of my gang. He’s the one who shot me. The guy you killed was his brother.<</vnline>>
<<vnline father>>You don’t say?<</vnline>>
<<vnline narrator>>Over the next hour, you and your father recount stories of your journeys within organized crime. Comparing and contrasting experiences. Laughing at some of the things along the way. Lamenting those that were lost. It’s probably the closest you’ve felt to him in quite a long time. And you’re certain that you’ve gained some respect from him. Even if he isn’t all too proud of the fact that his son is involved in this life. In the end, you’re still closer to your goal of showing him that you deserve the inheritance you’re set to obtain.<</vnline>>
<<vnline narrator key:fatherrespectgain>>You gain some respect from your father <<fatherrespect +5>><<addhours 1>><<set $opportunities.druglord.reportingbacktoyourfather to 1>><</vnline>>
<<vnactionsat "fatherrespectgain">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>><<nobr>>
<<if $opportunities.druglord.made_deal is 0>>
<<vndialogbox>>
<<vnline player>>Damir, Vitalyy told me to let you know when I took care of the informant issue.<</vnline>>
<<vnline damir>>Good. Who was informant?<</vnline>>
<<vnline player>>Vitalyy told me that he didn’t want to know.<</vnline>>
<<vnline damir>>I not Vitalyy. I not say this. I want know.<</vnline>>
<<vnline player>>It was <<print $opportunities.druglord.informant>>. When I questioned them all, he seemed like the most logical suspect. We won’t be seeing him ever again.<</vnline>>
<<vnline damir>>Good work. Here is pay.<</vnline>>
<<vnline narrator>>Damir reaches into his track suit and pulls out a large stack of bills. He hands them to you. It’s a lot more than what you usually get paid for these sorts of activities. You nod to Damir as you take the money. You count it out, then place it in your pocket, proud of a job well done.<</vnline>>
<<vnline damir>>You need something?<</vnline>>
<<vnline narrator key:gainmoney>>You get 10,000$ <<addmoney 10000>><<addhours 1>><<set $opportunities.druglord.returnedtodamir to 1>><</vnline>>
<<vnactionsat "gainmoney">>
[[Leave|Den][$scene to 0;$opportunities.druglord.returnedtodamir to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $opportunities.druglord.made_deal is 1>>
<<vndialogbox>>
<<vnline player>>Damir, Vitalyy told me to let you know when I took care of the informant issue.<</vnline>>
<<vnline damir>>Good. Who was informant?<</vnline>>
<<vnline player>>I was actually hoping to talk to Vitalyy about that. I have news.<</vnline>>
<<vnline damir>>He tell you talk to me. He don’t want to know.<</vnline>>
<<vnline player>>The intel was wrong. He told me not to say who I took care of. There was no one, to take care of. So he should know.<</vnline>>
<<vnline narrator>>Damir looks at you suspiciously for a moment. His eyes scanning you, up and down. There’s some obvious distrust here. But you hold firm, looking back at him and waiting for a response. <</vnline>>
<<vnline damir>>Stay here.<</vnline>>
<<vnline narrator>>Damir walks a few feet away and makes a call. It only lasts a few moments, and you can’t understand what he is saying over the phone. Speaking in his native Russian instead of English. After he hangs up he walks back and waves his hand to indicate for you to follow him. He leads you up to Vitalyy’s office again, where Vitalyy is typing away at something on his phone.<</vnline>>
<<vnline vitalyy>>I trust there is a good reason for you to have demanded to speak to me like this.<</vnline>>
<<vnline player>>I wouldn’t say I demanded it. But there is a good reason.<</vnline>>
<<vnline narrator>>Vitalyy looks over at Damir for a moment before looking back at you.<</vnline>>
<<vnline vitalyy>>Damir passed along your urgency. Please, act with urgency.<</vnline>>
<<vnline narrator>>You pull the smashed up listening device from your pocket and drop it on the desk in front of Vitalyy.<</vnline>>
<<vnline vitalyy>>What is this?<</vnline>>
<<vnline player>>That is your informant.<</vnline>>
<<vnline narrator>>He pulls the pocket square from his blazer pocket and uses it to gingerly pick up some of the pieces. Clearly preferring to not leave any trace of his presence on it.<</vnline>>
<<vnline player>>I interviewed the guys at the Pier. None of them seemed like the type to turn on us. But one of them, Dimon, mentioned that his theory was that the Pier was bugged. Sounded a little silly at first but I looked around and found that in the sand just a few feet away from where they usually hang out.<</vnline>>
<<vnline damir>>Why they not find this?<</vnline>>
<<vnline player>>They weren’t looking. If you weren’t trying to find something, it would have just looked like a piece of plastic trash on the beach.<</vnline>>
<<vnline damir>>Who placed it?<</vnline>>
<<vnline player>>No clue. Probably the cops at night time. They know where they all hang out. So they just had to wait until it was clear.<</vnline>>
<<vnline vitalyy>>It would not have been clear at night. If my information remains up to date, Kaito prefers to do his selling at night.<</vnline>>
<<vnline player>>He does. But he sells at the Ferris wheel. Not down under the Pier like the other two do during the day.<</vnline>>
<<vnline damir>>Too clean.<</vnline>>
<<vnline vitalyy>>What my English challenged comrade here means is that it feels incomplete. Is there anything you are leaving out?<</vnline>>
<<vnline player>>I have no more information for you. You asked me to get rid of the informant, and I think I did.<</vnline>>
<<vnline vitalyy>>Very well then. Thank you for being thorough, <<print $chars.player.firstName>>. You will hear from me, the next time I have an assignment for you.<</vnline>>
<<vnline narrator key:returnedtodamir>>You nod in understanding to Vitalyy, then to Damir before heading out of the office and back down the metal stairs to the main floor of the Den. It seems like they bought the story. Or at least they don’t have any good reason to doubt that you’re telling the truth. So for now, things will go on, business as usual. <<set $opportunities.druglord.returnedtodamir to 1>><<addhours 1>><</vnline>>
<<vnactionsat "returnedtodamir">>
[[Leave|Den][$scene to 0;$opportunities.druglord.returnedtodamir to 1]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $EncounterPhase is "approach">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain>>
Please tell me you have something decent. I am not buying the bargain-bin trash everyone else on campus sells.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain>>
I need something for a rooftop thing tonight. Small crowd, expensive taste. Can you handle that?
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain>>
My roommate said you sell the good stuff. If this is awful, I am absolutely blaming them.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "accept">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain>>
Fine, that's reasonable. At least someone around here understands quality.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain>>
Cute. Expensive enough to feel exclusive, not expensive enough to annoy me. I'll take it.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain>>
Good. If this hits the way you say it does, I might start calling you first.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "refuse">>
<<if $DialogueVariant is 1>>
<<vnline _speaker upset>>
Oh, absolutely not. I like premium, not scam pricing.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker upset>>
Do I look like I enjoy being ripped off? Because I really don't.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain>>
Hard pass. I could get something cleaner and cheaper if I texted the right person.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "dismissed">>
<<vnline narrator>>
They scoff, check their phone, and stroll off as if they already found a better option.
<</vnline>>
<</if>>
<</nobr>><<nobr>>
<<applyHousingClass>>
<<if $gameDate.getUTCHours() > 7>>
<<set $gameDate.setUTCDate($gameDate.getUTCDate() + 1)>>
<</if>>
<<set $gameDate.setUTCHours(7)>>
<<set $gameDate.setUTCMinutes(0)>>
<<set $day += 1>>
<<dayreset>>
<<vndialogbox>>
<<vnline narrator>>After a long lasting resting peaceful night of sleep, time to wake up<</vnline>>
<<vnactions>>
[[Get up|CityMap]]
<</vnactions>>
<</vndialogbox>>
<<if $chars.emilia.objectives.stage_two.steps.step_three.completed is 1 && $chars.emilia.objectives.stage_two.steps.step_four.completed is 0>>
<<goto "emilia_stage_two_step_four">>
<</if>>
<</nobr>><<nobr>>
<<set $scene to 0>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>><<nobr>>
<<set _random to random(4)>>
<<set _videosrc to "ressources/scenes/slums/hooker" + "/" + random(0, 4) + ".mp4">>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline "Slums hooker">>Looking for fun, handsome?<</vnline>>
<<vnline player>> Always.<</vnline>>
<<vnline "Slums hooker" key:gofurther>>It's fifty bucks.<</vnline>>
<<vnactionsat "gofurther">>
[[Not today|SlumsHooker][$scene to 2]]
<div class="action-link alt">[[Pay|SlumsHooker][$scene to 1]]
</div>
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline narrator key:fuck>>You hand her the money, and she leads you along somewhere private. Clothes come off and you get what you paid for. Quick, and easy fun. <<addhours 1>><<pay 50>> <</vnline>>
<<vnmediaat "fuck">><video @src="_videosrc" autoplay loop playsinline controls></video><</vnmediaat>>
<<vnactions>>
[[Leave|Slums][$scene to 0]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator key:dancing>>You did not feel like paying for sex today, maybe tomorrow.<</vnline>>
<<vnactions>>
[[Leave|Slums][$scene to 0]]
<</vnactions>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>><<nobr>>
<<if $EncounterPhase is "approach">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain>>
Like, hiiii! Are you one of those drug dealer thingies?
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain>>
Hey there! Me and the other girls wanna have some fun tonight. Do you have something to help us out?
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "sex_offer">>
<<vnline _speaker key:flash>>
I would really appreciate if you could let me pay some other way. I'm trying to save money. College is expensive!
<</vnline>>
<<vnmediaat "flash">>
<video @src="'ressources/chars/sororitygirl/flash' + random(0,1) + '.mp4'" autoplay controls loop muted></video>
<</vnmediaat>>
<<elseif $EncounterPhase is "sex_accept">>
<<vnline _speaker key:sororitygirlsex>>
Oh cutie I just knew we could make a deal.
<</vnline>>
<<vnmediaat "sororitygirlsex">>
<video src="ressources/chars/sororitygirl/fuck.mp4" autoplay controls loop muted></video>
<</vnmediaat>>
<<elseif $EncounterPhase is "sex_decline">>
<<vnline _speaker plain>>
Ugh, whatever. Worth a shot I guess.
<</vnline>>
<<elseif $EncounterPhase is "accept">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain>>
Oh my gosh that's like, such a good deal. Thank you so much!
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain>>
Oh you're so sweet giving me a nice price like that! The other girls at the Kappa house will hear about you.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "refuse">>
<<if $DialogueVariant is 1>>
<<vnline _speaker>>
No way! That is like, way too much.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker>>
Ugh, are you for real? Like, whatever I'll go somewhere else.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "dismissed">>
<<vnline narrator>>
She tosses her hair and walks off, already texting her sorority group chat.
<</vnline>>
<</if>>
<</nobr>><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<<if $chars.emilia.objectives.stage_two.steps.step_two.completed is 0 && $chars.emilia.relation >= 15 && $chars.emilia.location is "Sports Annex" && $chars.emilia.objectives.stage_two.steps.step_one.completed is 1>>
<<set $chars.emilia.objectives.stage_two.steps.step_two.completed to 1>><<goto "emilia_stage_two_step_two">>
<</if>>
<<if $chars.emilia.objectives.stage_four.steps.step_one.completed is 0 && $chars.emilia.relation >= 55 && $chars.emilia.objectives.stage_three.completed is 1 && $chars.player.money gte 500>>
<<goto "emilia_stage_four">>
<</if>>
<</nobr>><<nobr>>
<<widget "stockTimeHook">>
<<if $StockTrading and $StockTrading.unlocked>>
<<stockDailyTick>>
<<stockCheckMilestones>>
<<if $LastStockMilestone is "100k" and not $StockTrading.fatherTalkDone>>
<<set $scene to 0>>
<<goto "StockTrading_Milestone100k">>
<<elseif $LastStockMilestone is "1m">>
<<goto "StockTrading_Milestone1m">>
<</if>>
<</if>>
<</widget>>
<<widget "initStockTrading">>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st>>
<<set _noop to _st.init()>>
<</if>>
<</widget>>
<<widget "unlockStockTrading">>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st>>
<<set _noop to _st.init()>>
<<set $StockTrading.unlocked to true>>
<</if>>
<</widget>>
<<widget "openStockApp">>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st>>
<<run _st.openPortfolio()>>
<</if>>
<</widget>>
<<widget "openStockNews">>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st>>
<<run _st.openNews()>>
<</if>>
<</widget>>
<<widget "closeStockApp">>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st>>
<<run _st.closeApp()>>
<</if>>
<</widget>>
/* ── Trades (mostly invoked through the in-app UI, but available for scripted use) ── */
<<widget "stockBuy">>
<<set _stockId to _args[0]>>
<<set _qty to Number(_args[1] || 0)>>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st and _stockId and _qty gt 0>>
<<set $LastStockTrade to _st.buyShares(_stockId, _qty)>>
<</if>>
<</widget>>
<<widget "stockSell">>
<<set _stockId to _args[0]>>
<<set _qty to Number(_args[1] || 0)>>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st and _stockId and _qty gt 0>>
<<set $LastStockTrade to _st.sellShares(_stockId, _qty)>>
<</if>>
<</widget>>
/* ── Time hooks ── */
<<widget "stockDailyTick">>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st>>
<<run _st.dailyTick()>>
<</if>>
<</widget>>
<<widget "stockPayDividends">>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st>>
<<set $LastDividendPaid to _st.payDividends()>>
<</if>>
<</widget>>
<<widget "stockWeeklyNews">>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st>>
<<run _st.weeklyNews()>>
<</if>>
<</widget>>
/* ── Cross-opportunity / scripted effects ── */
<<widget "stockApplyStory">>
<<set _stockId to _args[0]>>
<<set _pct to Number(_args[1] || 0)>>
<<set _headline to (_args[2] || "")>>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st and _stockId>>
<<run _st.applyStoryEvent(_stockId, _pct)>>
<<if _headline>>
<<run _st._pushNewsHistory({
text: _headline,
stockId: _stockId,
effect: _pct,
isAffect: true,
day: (State.variables.day || 0)
})>>
<</if>>
<</if>>
<</widget>>
/* ── Scripted story event triggers ── */
<<widget "stockTenebrookMerge">>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st>>
<<run _st.triggerTenebrookMerge()>>
<</if>>
<</widget>>
<<widget "stockLandgrabCrash">>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st>>
<<run _st.triggerLandgrabCrash()>>
<</if>>
<</widget>>
<<widget "stockSmithersDiscovery">>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st>>
<<run _st.triggerSmithersDiscovery()>>
<</if>>
<</widget>>
<<widget "stockGlobobankRumor">>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st>>
<<run _st.triggerGlobobankRumor()>>
<</if>>
<</widget>>
/* ── Tutorial / milestone helpers ── */
<<widget "stockCheckMilestones">>
<<set _st to (setup.StockTrading ? setup.StockTrading : window.StockTrading)>>
<<if _st>>
<<set $LastStockMilestone to _st.checkMilestones()>>
<</if>>
<</widget>>
<<widget "stockMarkTutorialDone">>
<<if $StockTrading>>
<<set $StockTrading.tutorialDone to true>>
<</if>>
<</widget>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<if $scene is 0>>
<<vnline emilia>>Here you go! Enjoy!<</vnline>>
<<vnline player>>Thanks!<</vnline>>
<<vnline "Trader">>Dammit!<</vnline>>
<<vnline narrator>>The man who yelled catches the attention of most of the coffee shop. He is sitting there on his computer, typing away, looking like he's in dire straits.<</vnline>>
<<vnline narrator>>When you grab a seat to enjoy your coffee, he continues to curse to himself out loud. Until finally, the man pulls out his cellphone and makes a call.<</vnline>>
<<vnline "Trader">>Hey. You need to listen, I need a bigger loan.<</vnline>>
<<vnline "Trader">>No, don't tell me that. I know this merger is going through.<</vnline>>
<<vnline "Trader">>Do you want to make money or not? Just get me the capital!<</vnline>>
<<vnline narrator>>Hearing about making money is enough to pique anyone's interest. You casually try to listen in on him a bit more closely.<</vnline>>
<<vnline "Trader">>Tenebrook Technologies is going to merge with RotoMoto. Don't ask how I'm so sure, just trust me!<</vnline>>
<<vnline "Trader">>The stock price for Tenebrook is going to SKYROCKET. I guarantee it.<</vnline>>
<<vnline "Trader">>Just give me more money to buy more shares. No, just please stop. I know I already owe you for last time. I'll put up my house for collateral, just do it!<</vnline>>
<<vnline narrator key:decision>>This guy sounds really serious. And really certain. It might be worth checking out a financial app on your home computer to see about getting some shares of Tenebrook Technologies for yourself. Who knows, it might just be as surefire as this guy says.<</vnline>>
<<vnactionsat "decision">>
[[Check out Tenebrook from your computer|StockTrading_CoffeeShopIntro][$scene to 1]]
[[Leave it alone|StockTrading_CoffeeShopIntro][$scene to 4]]
<</vnactionsat>>
<<elseif $scene is 1>>
<<unlockStockTrading>>
<<vnline narrator>>Back at your home computer, you open a trading service and create an account. The Stocks app lists companies from around the city, with Tenebrook Technologies sitting at one hundred dollars a share.<</vnline>>
<<vnline narrator>>The News Wire has a headline about Tenebrook Technologies looking to merge with RotoMoto. Looks like that man from the shop might have been onto something. If that merger goes through, that stock will soar in value.<</vnline>>
<<vnline player key:tutorial_buy_choice>>A thousand dollars is a big investment. But the reward could be absolutely massive.<</vnline>>
<<vnactionsat "tutorial_buy_choice">>
<<if $chars.player.money gte 1000>>
<<link "Buy 10 shares of Tenebrook ($1,000)" "StockTrading_CoffeeShopIntro">>
<<stockBuy "tenebrook" 10>>
<<stockMarkTutorialDone>>
<<set $scene to 2>>
<</link>>
<<else>>
[[Try to buy 10 shares of Tenebrook|StockTrading_CoffeeShopIntro][$scene to 5]]
<</if>>
<<link "Don't buy yet" "StockTrading_CoffeeShopIntro">>
<<stockMarkTutorialDone>>
<<set $scene to 3>>
<</link>>
<</vnactionsat>>
<<elseif $scene is 2>>
<<vnline narrator>>You confirm the order through the account setup page. Ten shares of TNBK. One thousand dollars gone. The line on the chart sits perfectly flat; Tenebrook is not moving today.<</vnline>>
<<vnline player>>That's it?<</vnline>>
<<vnline narrator>>For now, you'll have to just wait until more news comes out before you know if it was the right call. In the meantime, you can always trade to your heart's content.<</vnline>>
<<vnline narrator key:tutorial_buy_end>>The Stocks and News Wire apps are now available whenever you use your computer.<</vnline>>
<<vnactionsat "tutorial_buy_end">>
<<link "Open the stock app">><<openStockApp>><</link>>
[[Leave the coffee shop|Coffee Shop][$scene to 0]]
<</vnactionsat>>
<<elseif $scene is 3>>
<<vnline player>>I'm not putting a thousand dollars into something I just overheard at a coffee shop.<</vnline>>
<<vnline narrator>>Your trading account is still active on your home computer if you decide to use it later.<</vnline>>
<<vnline narrator key:tutorial_skip_end>>The Stocks and News Wire apps will now be available whenever you use your computer.<</vnline>>
<<vnactionsat "tutorial_skip_end">>
[[Leave the coffee shop|Coffee Shop][$scene to 0]]
<</vnactionsat>>
<<elseif $scene is 4>>
<<vnline player>>No thanks. That sounds like trouble.<</vnline>>
<<vnline narrator key:refuse_end>>You finish your coffee and leave the trader to his increasingly desperate phone call.<</vnline>>
<<vnactionsat "refuse_end">>
[[Return to the coffee shop|Coffee Shop][$scene to 0]]
<</vnactionsat>>
<<elseif $scene is 5>>
<<vnline narrator>>You check your cash and realize you cannot cover the full order.<</vnline>>
<<vnline narrator>>A thousand dollars is the minimum you need if you want to buy ten shares of Tenebrook at the current price.<</vnline>>
<<vnline player key:tutorial_no_money>>I'll keep that in mind.<</vnline>>
<<vnactionsat "tutorial_no_money">>
[[Back|StockTrading_CoffeeShopIntro][$scene to 1]]
[[Leave the coffee shop|Coffee Shop][$scene to 0]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<if $scene is 0>>
<<vnline narrator>>Your phone rings. It's your father.<</vnline>>
<<vnline father>>I just got off the phone with my broker. He told me you crossed a hundred thousand in realized profit.<</vnline>>
<<vnline narrator>>A long pause hangs over the call.<</vnline>>
<<vnline father>>I'm not going to pretend I'm not impressed.<</vnline>>
<<vnline player>>That almost sounded like a compliment.<</vnline>>
<<vnline father key:father_offer>>How would you like to make it a million?<</vnline>>
<<vnactionsat "father_offer">>
<<link "Listen" "StockTrading_Milestone100k">>
<<set $StockTrading.fatherTalkDone to true>>
<<set $scene to 1>>
<</link>>
[[Hang up|StockTrading_Milestone100k][$scene to 2]]
<</vnactionsat>>
<<elseif $scene is 1>>
<<vnline player>>I'm listening.<</vnline>>
<<vnline father>>A million is the threshold where this family considers you a real earner. Everything below that is allowance money. Everything above it is your own.<</vnline>>
<<vnline father>>I'm not telling you how to get there. Use the markets. Use whatever else you've got going on, and I know you've got things going on, so don't insult me. Just get there.<</vnline>>
<<vnline player>>And when I do?<</vnline>>
<<vnline father key:father_talk_end>>Then we'll talk about what comes next.<</vnline>>
<<vnactionsat "father_talk_end">>
<<link "Continue" `previous()`>><<set $scene to 0>><</link>>
<</vnactionsat>>
<<elseif $scene is 2>>
<<vnline player>>Not interested.<</vnline>>
<<vnline narrator>>You hang up. Five seconds later, your father calls again.<</vnline>>
<<vnline player key:father_hangup_end>>He can keep ringing.<</vnline>>
<<vnactionsat "father_hangup_end">>
<<link "Continue" `previous()`>><<set $scene to 0>><</link>>
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<</nobr>><<vndialogbox>>
<<vnline narrator>>Your father is waiting for you at the mansion when you walk in. He pours two glasses of something old and brown.<</vnline>>
<<vnline father>>A million dollars. Realized. On the books. Yours.<</vnline>>
<<vnline narrator>>He hands you one of the glasses.<</vnline>>
<<vnline player>>So I finally meet the family standard?<</vnline>>
<<vnline father key:million_end>>You exceeded it. Welcome to the family business.<</vnline>>
<<vnactionsat "million_end">>
[[Continue|Dad mansion]]
<</vnactionsat>>
<</vndialogbox>><<nobr>>
<<stockTenebrookMerge>>
<<vndialogbox>>
<<vnline narrator>>You sit down at your computer and open the News Wire. A breaking headline fills the screen before the rest of the page can load.<</vnline>>
<<vnline narrator>>TENEBROOK TECHNOLOGIES AND ROTOMOTO ANNOUNCE SURPRISE MERGER. SHARES EXPLODE.<</vnline>>
<<vnline player>>No way.<</vnline>>
<<vnline narrator>>You open the Stocks app. TNBK is sitting at $2,000.00, twenty times its original price.<</vnline>>
<<if $StockTrading.portfolio.tenebrook and $StockTrading.portfolio.tenebrook.shares gt 0>>
<<vnline narrator>>You own <<= $StockTrading.portfolio.tenebrook.shares>> shares. At the current price, the position is worth <<= "$" + ($StockTrading.portfolio.tenebrook.shares * 2000).toLocaleString()>> on paper.<</vnline>>
<<vnline player key:merge_owned>>I could sell now and lock it in, or hold and see where it goes.<</vnline>>
<<vnactionsat "merge_owned">>
<<link "Open the Stocks app">><<openStockApp>><</link>>
[[Return to the computer|HomePC]]
<</vnactionsat>>
<<else>>
<<vnline narrator>>You never bought any shares. The man at the coffee shop was right, and you did not listen.<</vnline>>
<<vnline player key:merge_missed>>Worth remembering.<</vnline>>
<<vnactionsat "merge_missed">>
[[Return to the computer|HomePC]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<</nobr>><<nobr>>
<link type="text/css" rel="stylesheet" href="ressources/css/computer.css">
<link type="text/css" rel="stylesheet" href="ressources/css/shift_summary.css">
<link type="text/css" rel="stylesheet" href="ressources/css/stocktrading_styles.css">
<link type="text/css" rel="stylesheet" href="ressources/css/cheats.css">
<link type="text/css" rel="stylesheet" href="ressources/css/init.css">
<link type="text/css" rel="stylesheet" href="ressources/css/gallery.css">
<div class="nav-buttons">
<button class="nav-button" id="btn-back">←</button>
<button class="nav-button" id="btn-fwd">→</button>
</div>
<!-- Game Logo and Title -->
<img src="ressources/logos/logobanner.webp" alt="Another Path" class="game-logo">
<!-- Time Display -->
<<now>>
<div class="nav-buttons">
<button class="nav-button" id="addhourbutton" onclick="addHour()"><img src="ressources/img/arrow1.webp"></button>
<button class="nav-button" title="Skip Day"><img src="ressources/img/arrow2.webp"><<link [img["ressources/img/skip-day.webp"]]>><<dayreset>><<set $gameDate.setUTCDate($gameDate.getUTCDate() + 1)>><<set $gameDate.setUTCHours(7)>><<set $gameDate.setUTCMinutes(0)>><<set $day += 1>><<if $chars.player.housing.alley is 1>><<goto "Alley">><<else>><<goto "PlayerBedroom">><</if>><</link>></button>
</div>
<!-- Social Links - Moved higher -->
<div class="social-links">
<a href="https://www.patreon.com/cw/AnotherPath" class="social-link" target="_blank">
<img src="ressources/logos/Digital-Patreon-Logo_Black.svg" alt="Patreon">
</a>
<a href="https://discord.gg/kZvbUpMWYU" target="_blank" class="social-link">
<img src="ressources/logos/discord.svg" alt="SubscribeStar">
</a>
<a href="https://x.com/Volengames" target="_blank" class="social-link">
<img src="ressources/logos/xlogo.svg" alt="X">
</a>
</div>
<div class="sidebar-section">
<h2 class="section-title" data-section="fast-travel">Fast Travel</h2>
<div class="section-content">
<div class="fast-travel-grid">
<button class="location-button" data-passage="Coast">
<span class="location-icon">🏖️</span>
Coast
</button>
<button class="location-button" data-passage="Downtown">
<span class="location-icon">🍸</span>
Downtown
</button>
<button class="location-button" data-passage="CityMap">
<span class="location-icon">🍸</span>
Map
</button>
<button class="location-button" data-passage="Slums">
<span class="location-icon">🌳</span>
Slums
</button>
<button class="location-button" data-passage="Gated community">
<span class="location-icon">🏠</span>
Gated community
</button>
</div>
</div>
</div>
<!-- Player Stats -->
<div class="sidebar-section">
<h2 class="section-title" data-section="player-stats">Player Stats</h2>
<div class="section-content">
<div class="player-stats">
<div class="stat-bar">
<div class="stat-header">
<span class="stat-name">Strength</span>
<span class="stat-value">$chars.player.strength /10</span>
</div>
<div class="stat-progress">
<div class="stat-fill" @style="'width: ' + $chars.player.strength * 10 + '%;'"></div>
</div>
</div>
<div class="stat-bar">
<div class="stat-header">
<span class="stat-name">Intelligence</span>
<span class="stat-value">$chars.player.intelligence /10</span>
</div>
<div class="stat-progress">
<div class="stat-fill" @style="'width: ' + $chars.player.intelligence * 10 + '%;'"></div>
</div>
</div>
<div class="stat-bar">
<div class="stat-header">
<span class="stat-name">Charisma</span>
<span class="stat-value">$chars.player.charisma /10</span>
</div>
<div class="stat-progress">
<div class="stat-fill" @style="'width: ' + $chars.player.charisma * 10 + '%;'"></div>
</div>
</div>
<div class="stat-bar">
<div class="stat-header">
<span class="stat-name">Willpower</span>
<span class="stat-value">$chars.player.willpower /10</span>
</div>
<div class="stat-progress">
<div class="stat-fill" @style="'width: ' + $chars.player.willpower * 10 + '%;'"></div>
</div>
</div>
<div class="stat-bar">
<div class="stat-header">
<span class="stat-name">Perception</span>
<span class="stat-value">$chars.player.perception /10</span>
</div>
<div class="stat-progress">
<div class="stat-fill" @style="'width: ' + $chars.player.perception * 10 + '%;'"></div>
</div>
</div>
</div>
</div>
</div>
<!-- Character Locations Section -->
<div class="sidebar-section">
<h2 class="section-title" data-section="character-locations">Character Locations</h2>
<div class="section-content">
<div class="character-grid">
<!-- Example character items -->
<div class="character-item">
<div class="character-name">Farah</div>
<div class="character-location"><<link $chars.farah.location>><<print $chars.farah.location>><<goto $chars.farah.location>><</link>></div>
</div>
<div class="character-item">
<div class="character-name">Emilia</div>
<div class="character-location"><<link $chars.emilia.location>><<print $chars.emilia.location>><<goto $chars.emilia.location>><</link>></div>
</div>
<div class="character-item">
<div class="character-name">Mei</div>
<div class="character-location"><<link $chars.mei.location>><<print $chars.mei.location>><<goto $chars.mei.location>><</link>></div>
</div>
<div class="character-item">
<div class="character-name">Marleen</div>
<div class="character-location"><<link $chars.marleen.location>><<print $chars.marleen.location>><<goto $chars.marleen.location>><</link>></div>
</div>
</div>
</div>
</div>
<!-- Special Features -->
<div class="sidebar-section">
<h2 class="section-title" data-section="special-features">Special Features</h2>
<div class="section-content">
<div class="special-buttons">
<button class="special-button" data-passage="Cheats">
<span class="special-button-icon">🎯</span>
Cheats
</button>
<button class="special-button" data-passage="Gallery">
<span class="special-button-icon">🖼️</span>
Gallery
</button>
</div>
</div>
</div>
<!-- System Buttons -->
<div class="sidebar-section">
<h2 class="section-title" data-section="system">System</h2>
<div class="section-content">
<div class="system-buttons">
<button class="sidebar-button" onclick="SugarCube.UI.saves()">
<span>💾</span> Save
</button>
<button class="sidebar-button" onclick="SugarCube.UI.restart()">
<span>🔄</span> Restart
</button>
<button class="sidebar-button" data-passage="Credits">
<span>ℹ️</span> Credits
</button>
<button class="sidebar-button" data-passage="Options">
<span>⚙️</span> Options
</button>
</div>
</div>
</div>
<<script>>
$(document).ready(function() {
document.querySelectorAll('.stat-fill[data-width]').forEach(el => {
el.style.width = el.getAttribute('data-width') + '%';
});
});
<</script>>
<link type="text/css" rel="stylesheet" href="ressources/css/shops.css">
<</nobr>><<set $gameversion to 2>>
<<initStockTrading>>
<<if not $StockTradingNotified>>
<<set $StockTradingNotified to false>>
<</if>>
<<set $prevpassage to 'Game start'>>
<<set $gameDate to new Date(Date.UTC(2019, 6, 14, 7, 0, 0)); >>
<<set $GameDays to [
"Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday", "Sunday"
];>>
<<set $sidebarCollapsed = {
}>>
<<set $popupenable to 0>>
<<set $day to 1>>
<<set $period to 1>>
<<set $periodname to "Morning">>
<<set $chars = {
player: {
name: "John",
firstName: "John",
surname: "Miller",
portraitChoice: "",
portraitId: "",
title: " ",
money: 0,
intelligence: 1,
strength: 1,
charisma: 1,
willpower: 1,
perception: 1,
doneenforcerjob:0,
baseLocations: {
flags: {
chazMet: 0,
chazBeat: 0,
libraryCard: 0,
battingIntro: 0,
gymFirstTime: 0
},
gymcredits: 0,
computer_interview:0,
computer_game:0,
computer_adult:0,
computer_resarch:0,
trainingXp: {
intelligence: 0,
strength: 0,
charisma: 0,
willpower: 0,
perception: 0
},
dailyBuff: {
stat: "",
day: -1
},
lastAction: "",
saleTarget: ""
},
housing: {
alley: 1,
studio: 0,
modernapartments: 0,
trashyapartment: 0,
bighouse: 0,
smallhouse: 0
}
},
father: {
name: "Françis",
title: "Father",
trust: 0,
respect: 0,
relation: 0
},
minatrainer: {
name: "Mina's trainer",
},
emilia: {
name: "Emilia",
firstName: "Emilia",
surname: "Emi",
initials: "EM",
locations: {
1: ["Emilia's Apartment", "Coffee Shop"],
2: ["Coffee Shop"],
3: ["Coffee Shop"],
4: ["Night Club", "Coast"],
5: ["Sports Annex"],
0: ["Night Club"]
},
mood: "Curious",
relation: 0,
date_count: 0,
location: "",
stats: { trust: 0, romance: 0, corruption: 0 },
moodTags: ["Curious", "Hopeful", "Guarded"],
current_objective: "introduction",
objectives: {
introduction: {
description: "Meet Emilia at the coffee shop",
requirements: {
time: "morning",
location: "Coffee Shop"
},
completed: 0,
rewards: ["relation"]
},
stage_one: {
description: "Go to Night Club to meet Emilia",
requirements: {
introduction: true,
location: "Night Club",
time: "evening",
relation: 10
},
completed: 0,
rewards: ["relation", "flash"]
},
stage_two: {
description: "Ballet performance",
requirements: {
emilia_stage_one_completed: true,
relation: 15,
location: "Coffee Shop"
},
completed: 0,
rewards: ["relation"],
steps: {
step_one: {
description: "Ballet performance flier",
requirements: {
relation: 15
},
completed: 0,
location: "Coffee Shop",
rewards: ["relation"]
},
step_two: {
description: "Emilia dancing",
requirements: {
period: "evening or later",
location: "Campus Sports Annex"
},
completed: 0,
rewards: ["relation"]
},
step_three: {
description: "Visit Emilia's apartment",
requirements: {
location: "Emilia's apartment"
},
completed: 0,
rewards: ["relation"]
},
step_four: {
description: "Emilia dancing",
requirements: {
action: "Go to sleep"
},
completed: 0,
rewards: ["relation"]
}
}
},
stage_three: {
description: "Wanna go for a walk?",
requirements: {
farah_stage_two_step_four_completed: 1,
relation: 35
},
completed: 0,
rewards: ["relation"]
},
stage_four: {
description: "Ask Emilia out",
requirements: {
farah_stage_three_completed: 1,
time: "evening",
relation: 55,
},
completed: 0,
rewards: ["relation", "sex"],
steps: {
step_one: {
description: "Convince the Ballet Teacher to take Emilia Back",
requirements: {
relation: 55
},
completed: 0,
location: "Athletic Annex",
rewards: ["relation"]
},
step_two: {
description: "Emilia dancing",
requirements: {
location: "Emilia's apartment"
},
completed: 0,
rewards: ["relation"]
}
}
}
}
},
nick: {
name: "Nick",
initials: "Nk",
location: "Alley",
mood: "Curious",
intro: 0,
relation: 0,
stats: { trust: 75, romance: 45 },
moodTags: ["Curious", "Hopeful", "Guarded"],
objectiveId: "beach_investigation"
},
shadowdealer: {
name: "Shady dealer",
initials: "Sd",
location: "Alley",
mood: "Curious",
relation: 0,
stats: { trust: 75, romance: 45 },
moodTags: ["Curious", "Hopeful", "Guarded"],
objectiveId: "beach_investigation"
},
damir: {
name: "Damir",
initials: "Sd",
location: "Den",
mood: "Curious",
relation: 0,
stats: { trust: 75, romance: 45 },
moodTags: ["Curious", "Hopeful", "Guarded"],
objectiveId: "beach_investigation"
},
vitalyy: {
name: "Vitalyy",
initials: "Vt",
location: "Den",
mood: "Curious",
relation: 0,
stats: { trust: 75, romance: 45 },
moodTags: ["Curious", "Hopeful", "Guarded"],
objectiveId: "beach_investigation"
},
mina: {
name: "Mina",
initials: "Mi",
location: "Trainer's house",
mood: "Curious",
relation: 0,
stats: { trust: 0, romance: 0 },
moodTags: ["Curious", "Hopeful", "Guarded"],
questions: [0, 0, 0, 0, 0, 0, 0, 0, 0],
objectiveId: "beach_investigation"
},
dimon: {
name: "Dimon",
initials: "Dm",
location: "Beach",
mood: "Curious",
relation: 0,
dead: 0,
left: 0,
stats: { trust: 0, romance: 0 },
moodTags: ["Curious", "Hopeful", "Guarded"],
questions: [0, 0, 0, 0, 0, 0, 0],
objectiveId: "beach_investigation"
},
kaito: {
name: "Kaito",
initials: "Kt",
location: "Beach",
mood: "Curious",
dead: 0,
left: 0,
relation: 0,
stats: { trust: 0, romance: 0 },
moodTags: ["Curious", "Hopeful", "Guarded"],
questions: [0, 0, 0, 0, 0, 0, 0, 0, 0],
objectiveId: "beach_investigation"
},
julio: {
name: "Julio",
initials: "Jl",
location: "Beach",
mood: "Curious",
dead: 0,
left: 0,
relation: 0,
stats: { trust: 0, romance: 0 },
moodTags: ["Curious", "Hopeful", "Guarded"],
questions: [0, 0, 0, 0, 0, 0],
objectiveId: "beach_investigation"
},
mei: {
name: "Mei",
firstName: "Mei",
surname: "Fan",
initials: "MF",
locations: {
1: ["Fan Industries Shop"],
2: ["Fan Industries Shop"],
3: ["Fan Industries Shop"],
4: ["Park", "Sports Annex", "Mei's Apartment"],
5: ["Park", "Sports Annex", "Mei's Apartment"],
0:["Mei's Apartment"]
},
mood: "Curious",
relation: 0,
date_count: 0,
location: "",
pitch_call_success: 0,
pitch_tutorial_seen: 0,
stats: { trust: 0, romance: 0, corruption: 0 },
moodTags: ["Curious", "Hopeful", "Guarded"],
current_objective: "introduction",
objectives: {
introduction: {
description: "Meet Mei at the Fan Industries Shop",
requirements: {
location: "Fan Industries Shop"
},
completed: 0,
rewards: ["relation"]
},
stage_one: {
description: "Mei has a new invention",
requirements: {
introduction_completed: true,
location: "Fan Industries Shop",
relation: 10
},
completed: 0,
rewards: ["relation", "flash"]
},
stage_two: {
description: "Meet with Mei",
requirements: {
stage_one_completed: true,
relation: 25,
pitch_call_success: true
},
completed: 0,
rewards: ["relation"]
},
stage_three: {
description: "Mei's Pitch",
requirements: {
stage_two_completed: true,
relation: 35
},
completed: 0,
rewards: ["relation"]
},
stage_four: {
description: "Ask Mei out on a date",
requirements: {
stage_three_completed: true,
relation: 50,
},
completed: 0,
rewards: ["relation", "sex"]
}
}
},
marleen: {
name: "Marleen",
firstName: "Marleen",
surname: "D'Angelo",
initials: "MD",
locations: {
1: ["Beach"],
2: ["Beach"],
3: ["Beach"],
4: ["Beach"],
5: ["Beach"],
0: ["Church"]
},
mood: "Curious",
relation: 0,
date_count: 0,
location: "",
path: "",
has_ring: 0,
intro_day: 0,
took_vows: 0,
stats: { trust: 0, romance: 0, corruption: 0 },
moodTags: ["Curious", "Hopeful", "Guarded"],
current_objective: "introduction",
objectives: {
introduction: {
description: "Meet the woman watching the sunset at the Beach",
requirements: {
location: "Beach"
},
completed: 0,
rewards: ["relation"]
},
stage_one: {
description: "Return to the Beach to meet Marleen again",
requirements: {
introduction_completed: true,
location: "Beach",
days_since_intro: 1
},
completed: 0,
rewards: ["relation"]
},
stage_two_yes: {
description: "Meet Marleen at the Mall",
requirements: {
stage_one_completed: true,
path: "yes",
relation: 20,
location: "Mall"
},
completed: 0,
rewards: ["relation"]
},
stage_two_no: {
description: "Meet Marleen at the Pier",
requirements: {
stage_one_completed: true,
path: "no",
relation: 30,
location: "Pier"
},
completed: 0,
rewards: ["relation"]
},
stage_three_yes: {
description: "Take Marleen on a date and bring her home",
requirements: {
stage_two_yes_completed: true,
path: "yes",
relation: 50,
date_count: 1,
player_has_apartment: true
},
completed: 0,
rewards: ["relation", "sex", "girlfriend"]
},
stage_three_no: {
description: "Bring Marleen her ring at the Church",
requirements: {
stage_two_no_completed: true,
path: "no",
relation: 55,
has_ring: true,
player_has_apartment: true,
location: "Church"
},
completed: 0,
rewards: ["relation", "sex", "girlfriend"]
}
}
},
farah: {
name: "Farah",
firstName: "Farah",
surname: "Amirah",
initials: "FA",
locations: {
1: ["Coast", "Park", "Amira's Loft", "Gym", "Coffee Shop"],
2: ["Coast", "Park", "Amira's Loft", "Gym", "Coffee Shop"],
3: ["Coast", "Park", "Amira's Loft", "Gym", "Coffee Shop"],
4: ["Coast", "Park", "Amira's Loft"],
5: ["Coast", "Amira's Loft"],
0: ["Night Club", "Amira's Loft"]
},
mood: "Curious",
relation: 0,
date_count: 0,
location: "",
stats: { trust: 0, romance: 0, corruption: 0 },
moodTags: ["Curious", "Hopeful", "Guarded"],
current_objective: "farah_introduction",
objectives: {
introduction: {
description: "Meet Farah at the coffee shop",
requirements: {
time: "morning",
location: "Coffee Shop"
},
completed: 0,
rewards: ["relation"]
},
stage_one: {
description: "Go to the beach with Farah",
requirements: {
stage_one_completed: true,
location: "Beach",
time: "evening",
relation: 10
},
completed: 0,
rewards: ["relation", "flash"]
},
stage_two: {
description: "Go to the park with Farah",
requirements: {
farah_stage_one_completed: true,
relation: 25,
location: "Park"
},
completed: 0,
rewards: ["relation"]
},
stage_three: {
description: "Give Farah a gift",
requirements: {
farah_stage_two_completed: true,
relation: 30
},
completed: 0,
rewards: ["relation"]
},
stage_four: {
description: "Ask Farah out on a date",
requirements: {
farah_stage_three_completed: true,
time: "evening",
relation: 45,
},
completed: 0,
rewards: ["relation", "sex"]
},
stage_five: {
description: "Go to a party with Farah",
requirements: {
farah_stage_four_completed: true,
relation: 65,
has_dated_farah: true,
has_2_charisma: true
},
completed: 0,
rewards: ["relation", "sex", "girlfriend"]
}
}
}
}>>
<<set $opportunities = {
druglord: {
initiation: 0,
level: 1,
xp: 0,
street_cred: 0,
vitalyysfirstmission: 0,
CampusBusted: 0,
returnedtodamir: 0,
damirrequest: 0,
vitalyybigscore: 0,
dealwithdamir: 0,
minachoice: 0,
allies: [],
nickhelp: 0,
enforcerjobsdone: 0,
reportingbacktoyourfather: 0,
informant: "",
made_deal: 0,
}
}>>
<<set $vnBackground to "ressources/backgrounds/default.webp">>
<<set $vnSpeaker to "">>
<<set $vnLine to "">>
<<set $vnPortrait to "">>
<<set $inventory to {
weed: { quality1: 0, quality2: 0, quality3: 0 },
ecstasy: { quality1: 0, quality3: 0 },
cocaine: { quality1: 0, quality2: 0, quality3: 0 },
heroin: { quality1: 0, quality2: 0, quality3: 0 },
pills: { quality1: 0, quality2: 0, quality3: 0 },
coffee: { black: 0, macchiato: 0, espresso: 0, latte: 0 },
clothes: {
blackoutfit: 0,
},
electronics: {
computer: 0
},
gifts: {
flowers: 0,
stuffedAnimal: 0,
perfume: 0,
necklace: 0,
chocolates: 0,
fruitBouquet: 0,
dumbbells: 0
},
upgrades: { computerOwned: false },
}>>
<<set $RoleOverlays to {
cop: {
role: "cop",
is_cop: true,
will_buy: false,
triggers_bust_on_engage: true,
}
}>>
<<set $CopProfiles to {
badge_belt: {
id: "badge_belt",
overlays: ["cop_badge_belt"],
tags: ["generic"],
tell_weight: 2,
},
earpiece: {
id: "earpiece",
overlays: ["cop_earpiece"],
tags: ["generic"],
tell_weight: 3,
},
army_boots: {
id: "army_boots",
overlays: ["cop_boots"],
tags: ["generic"],
tell_weight: 1,
},
}>>
<<set $OverlayAssets to {
default: {
badge_belt: "cop_badge_belt.webp",
earpiece: "cop_earpiece.webp",
army_boots: "cop_army_boots.webp",
},
worker_b: {
badge_belt: "worker_b_badge_belt.webp",
},
student_a: {
badge_belt: "student_a_badge_belt.webp",
}
}>>
<<set $DrugSellingLocations to {
industrial: {
name: "Industrial District",
tags: ["industrial","working_class","low_risk","public"],
xp_mult: 1.0,
cop_mult: 1.0,
heat_gain_mult: 1.0,
heat_decay_per_shift: 1,
allowed_persona_types: ["worker","low_thug","cheap_whore","punk"],
allowed_cop_profile_tags: ["industrial","generic"],
},
campus: {
name: "University Campus",
tags: ["campus","security","youth","high_visibility"],
xp_mult: 1.5,
cop_mult: 1.3,
heat_gain_mult: 1.2,
heat_decay_per_shift: 0,
allowed_persona_types: ["student","frat_boy","sorority_girl","teacher","rich_kid","tech_guy","janitor"],
allowed_cop_profile_tags: ["campus","generic"],
}
}>>
<<set $PlayerProgress to {
level: 1,
xp: 0,
street_cred: 0,
}>>
<<set $ProgressionConfig to {
xp_base_constant: 10,
level_curve: {
base_xp: 160,
exponent: 2.2,
}
}>>
<<set $DrugOpportunityUnlocks to {
locations: {
industrial: { unlocked: true, required_level: 1 },
campus: { unlocked: false, required_level: 5 },
suburbs: { unlocked: false, required_level: 10 },
park: { unlocked: false, required_level: 15 },
},
drugs: {
weed: { unlocked: true, required_level: 1 },
ecstasy: { unlocked: false, required_level: 5 },
cocaine: { unlocked: false, required_level: 5 },
heroin: { unlocked: false, required_level: 12 },
},
gang_rank: {
runner: { unlocked: true, min_level: 1 },
soldier: { unlocked: false, min_level: 10 },
capo: { unlocked: false, min_level: 20 },
}
}>>
<<set $DrugCatalog to {
weed: {
display_name: "Weed",
unit: "lb",
qualities: {
1: { name: "Low Grade Weed", cost: 500, xp_mult: 1.0, purchase_unit: "lb", inventory_yield: 16, inventory_unit: "oz" },
2: { name: "Mid Grade Weed", cost: 1000, xp_mult: 2.5, purchase_unit: "lb", inventory_yield: 16, inventory_unit: "oz" },
3: { name: "High Grade Weed", cost: 2500, xp_mult: 5.0, purchase_unit: "lb", inventory_yield: 16, inventory_unit: "oz" },
}
},
ecstasy: {
display_name: "Ecstasy",
unit: "pack",
qualities: {
1: { name: "Low Quality Ecstasy", cost: 2500, xp_mult: 5.0, purchase_unit: "pack", inventory_yield: 20, inventory_unit: "pills" },
3: { name: "Excellent Ecstasy", cost: 5000, xp_mult: 10.0, purchase_unit: "pack", inventory_yield: 20, inventory_unit: "pills" },
}
},
cocaine: {
display_name: "Cocaine",
unit: "lb",
qualities: {
1: { name: "Baby Powder Cut", cost: 3000, xp_mult: 3.0, purchase_unit: "lb", inventory_yield: 16, inventory_unit: "oz" },
2: { name: "Speed Cut", cost: 6000, xp_mult: 6.0, purchase_unit: "lb", inventory_yield: 16, inventory_unit: "oz" },
3: { name: "Uncut Colombian", cost: 10000, xp_mult: 10.0, purchase_unit: "lb", inventory_yield: 16, inventory_unit: "oz" },
}
},
heroin: {
display_name: "Heroin",
unit: "lb",
qualities: {
1: { name: "Low Grade Heroin", cost: 10000, xp_mult: 10.0, purchase_unit: "lb", inventory_yield: 16, inventory_unit: "oz" },
2: { name: "Speed-ball", cost: 17500, xp_mult: 17.5, purchase_unit: "lb", inventory_yield: 16, inventory_unit: "oz" },
3: { name: "Black Tar Heroin", cost: 30000, xp_mult: 30.0, purchase_unit: "lb", inventory_yield: 16, inventory_unit: "oz" },
}
}
}>>
<<set $DrugSuppliers to {
alley_nick: {
id: "alley_nick",
name: "Nick (Alley)",
sells: {
weed: [1,2,3],
}
},
den: {
id: "den",
name: "The Den",
sells: {
weed: [1,2,3],
ecstasy: [1,3],
cocaine: [1,2,3],
heroin: [1,2,3],
}
}
}>>
<<set $LocationMultipliers to {
industrial: { xp_mult: 1.0 },
campus: { xp_mult: 1.5 },
suburbs: { xp_mult: 2.0 },
park: { xp_mult: 4.0 },
}>>
<<set $ShiftConfig to {
four_hours: { min_customers: 4, max_customers: 6 },
eight_hours: { min_customers: 8, max_customers: 10 },
}>>
<<set $HeatConfig to {
base_cop_chance: 0.05,
heat_to_cop_chance: 0.002,
sale_heat_base: 1.0,
}>>
<<set $LocationHeat to {
industrial: 0,
campus: 0,
}>>
<<set $DealConfig to {
price_multiplier: { low: 0.85, market: 1.0, high: 1.2 },
opinion_delta: {
low: 1,
market: 0,
high_success: 0,
high_fail: -1,
flirt_success: 1,
flirt_fail: -1,
chat: 1,
},
high_price_success: 0.5,
flirt_success: 0.7,
}>>
<<set $EncounterPhase to "">>
<<set $DialogueVariant to 1>>
<<set $CurrentPersonaDialogue to null>>
<<set $EncounterReaction to null>>
<<set $EncounterSpecial to null>>
<<set $EncounterFlows to {
cheap_whore: {
dialogue: "CheapWhoreDialogue",
approach: { variants: 3 },
accept: { variants: 2 },
refuse: { variants: 3 },
dismissed: { variants: 1 },
specials: {
sex_offer: {
condition: "can_sex",
chance: 0.3,
approach_phase: "sex_offer",
approach_variants: 1,
choices: {
accept: { label: "Take her up on it", phase: "sex_accept", variants: 1, terminal: true },
decline: { label: "No thanks", phase: "sex_decline", variants: 1, terminal: false }
}
}
}
},
worker: {
dialogue: "WorkerDialogue",
approach: { variants: 3 },
accept: { variants: 3 },
refuse: { variants: 3 },
dismissed: { variants: 1 },
specials: {}
},
low_thug: {
dialogue: "ThugDialogue",
approach: { variants: 3 },
accept: { variants: 2 },
refuse: { variants: 3 },
dismissed: { variants: 1 },
specials: {}
},
punk: {
dialogue: "PunkDialogue",
approach: { variants: 3 },
accept: { variants: 3 },
refuse: { variants: 3 },
dismissed: { variants: 1 },
specials: {}
},
student: {
dialogue: "StudentDialogue",
approach: { variants: 3 },
accept: { variants: 3 },
refuse: { variants: 3 },
dismissed: { variants: 1 },
specials: {}
},
frat_boy: {
dialogue: "FratBoyDialogue",
approach: { variants: 3 },
accept: { variants: 2 },
refuse: { variants: 3 },
dismissed: { variants: 1 },
specials: {}
},
sorority_girl: {
dialogue: "SororityDialogue",
approach: { variants: 2 },
accept: { variants: 2 },
refuse: { variants: 2 },
dismissed: { variants: 1 },
specials: {
sex_offer: {
condition: "can_flirt",
chance: 0.3,
approach_phase: "sex_offer",
approach_variants: 1,
choices: {
accept: { label: "Take her up on it", phase: "sex_accept", variants: 1, terminal: true },
decline: { label: "No thanks", phase: "sex_decline", variants: 1, terminal: false }
}
}
}
},
teacher: {
dialogue: "ProfessorDialogue",
approach: { variants: 3 },
accept: { variants: 3 },
refuse: { variants: 3 },
dismissed: { variants: 1 },
specials: {}
},
rich_kid: {
dialogue: "RichKidDialogue",
approach: { variants: 3 },
accept: { variants: 3 },
refuse: { variants: 3 },
dismissed: { variants: 1 },
specials: {}
},
tech_guy: {
dialogue: "GeekDialogue",
approach: { variants: 3 },
accept: { variants: 3 },
refuse: { variants: 3 },
dismissed: { variants: 1 },
specials: {}
},
janitor: {
dialogue: "JanitorDialogue",
approach: { variants: 2 },
accept: { variants: 2 },
refuse: { variants: 2 },
dismissed: { variants: 1 },
specials: {}
}
}>>
<<set $ShopSelection to {
weed: { quality: 1, qty: 1 },
ecstasy: { quality: 1, qty: 1 },
cocaine: { quality: 1, qty: 1 },
heroin: { quality: 1, qty: 1 },
}>>
<<set $LastShopAction to null>>
<<set $DrugPersonasTypes to {
worker: {
heat_multiplier: 1.2,
cop_risk_bias: -2,
can_be_cop: true,
flee_sensitivity: 0.0,
aggression: 0,
patience: 10,
interests: {
weed: { min_quality: 1, max_quality: 3},
ecstasy: {min_quality: 1, max_quality: 1}
},
quantity_profile: {
min: 1,
max: 3,
prefers_bulk: false
},
variant: 'worker' ,
rarity: 'normal',
sex: 'male',
traits: ['market_rate_only']
},
low_thug: {
heat_multiplier: 1.4,
cop_risk_bias: -1,
can_be_cop: false,
flee_sensitivity: 0.1,
aggression: 5,
patience: 6,
interests: {
weed: { min_quality: 1, max_quality: 3}
},
quantity_profile: {
min: 1,
max: 4,
prefers_bulk: false
},
variant: 'low_thug',
rarity: 'uncommon',
sex: 'male',
traits: ['aggressive','robbery_risk']
},
cheap_whore: {
heat_multiplier: 1.5,
cop_risk_bias: 0,
can_be_cop: false,
flee_sensitivity: 0.2,
aggression: 0,
patience: 8,
interests: {
weed: { min_quality: 1, max_quality: 2 },
cocaine: { min_quality: 1, max_quality: 2}
},
quantity_profile: {
min: 1,
max: 2,
prefers_bulk: false
},
variant: 'cheap_whore',
rarity: 'uncommon',
sex: 'female',
traits: ['no_opinion_bonus','price_flexible']
},
punk: {
heat_multiplier: 1.3,
cop_risk_bias: -1,
can_be_cop: false,
flee_sensitivity: 0.6,
aggression: 1,
patience: 4,
interests: {
heroin: { min_quality: 1, max_quality: 1},
weed: { min_quality: 1, max_quality: 2}
},
quantity_profile: {
min: 1,
max: 2,
prefers_bulk: false
},
variant: 'punk',
rarity: 'common',
sex: 'male',
traits: ['flighty','low_patience']
},
student: {
heat_multiplier: 1.4,
cop_risk_bias: 0,
can_be_cop: true,
flee_sensitivity: 0.4,
aggression: 0,
patience: 7,
interests: {
weed: { min_quality: 2, max_quality: 3},
ecstasy: { min_quality: 1, max_quality: 3}
},
quantity_profile: {
min: 1,
max: 3,
prefers_bulk: false
},
variant: 'student',
rarity: 'common',
sex: 'any',
traits: ['flighty']
},
frat_boy: {
heat_multiplier: 1.6,
cop_risk_bias: 1,
can_be_cop: false,
flee_sensitivity: 0.2,
aggression: 2,
patience: 6,
interests: {
weed: { min_quality: 2, max_quality: 3}
},
quantity_profile: {
min: 4,
max: 12,
prefers_bulk: true
},
variant: 'frat_boy',
rarity: 'uncommon',
sex: 'male',
traits: ['volume_buyer','loud']
},
sorority_girl: {
heat_multiplier: 1.6,
cop_risk_bias: 0,
can_be_cop: false,
flee_sensitivity: 0.3,
aggression: 0,
patience: 7,
interests: {
ecstasy: { min_quality: 1, max_quality: 3}
},
quantity_profile: {
min: 2,
max: 6,
prefers_bulk: false
},
variant: 'sorority_girl',
rarity: 'uncommon',
sex: 'female',
traits: ['socialite','opinion_boost','brings_friends']
},
teacher: {
heat_multiplier: 1.8,
cop_risk_bias: 0,
can_be_cop: false,
flee_sensitivity: 0.1,
aggression: 0,
patience: 4,
interests: {
weed: { min_quality: 3, max_quality: 3},
cocaine: { min_quality: 1, max_quality: 3}
},
quantity_profile: {
min: 3,
max: 8,
prefers_bulk: true
},
variant: 'teacher',
rarity: 'rare',
sex: 'any',
traits: ['whale','no_haggle']
},
rich_kid: {
heat_multiplier: 1.7,
cop_risk_bias: 1,
can_be_cop: false,
flee_sensitivity: 0.2,
aggression: 0,
patience: 8,
interests: {
ecstasy: { min_quality: 2, max_quality: 3},
cocaine: { min_quality: 1, max_quality: 3}
},
quantity_profile: {
min: 2,
max: 6,
prefers_bulk: false
},
variant: 'rich_kid',
rarity: 'rare',
sex: 'any',
traits: ['gullible','upsell_bonus']
},
tech_guy: {
heat_multiplier: 1.5,
cop_risk_bias: 1,
can_be_cop: false,
flee_sensitivity: 0.8,
aggression: 0,
patience: 3,
interests: {
weed: { min_quality: 1, max_quality: 2}
},
quantity_profile: {
min: 1,
max: 1,
prefers_bulk: false
},
variant: 'tech_guy',
rarity: 'uncommon',
sex: 'male',
traits: ['nervous','snitch_risk']
},
janitor: {
heat_multiplier: 1.3,
cop_risk_bias: -2,
can_be_cop: false,
flee_sensitivity: 0.2,
aggression: 0,
patience: 7,
interests: {
heroin: { min_quality: 1, max_quality: 2}
},
quantity_profile: {
min: 1,
max: 3,
prefers_bulk: false
},
variant: 'janitor',
rarity: 'uncommon',
sex: 'male',
traits: ['heat_reduction']
},
housewife: {
heat_multiplier: 1.9,
cop_risk_bias: 2,
can_be_cop: false,
flee_sensitivity: 0.3,
aggression: 0,
patience: 9,
interests: {
weed: { min_quality: 3, max_quality: 3},
pills: { min_quality: 1, max_quality: 3}
},
quantity_profile: {
min: 2,
max: 5,
prefers_bulk: false
},
variant: 'housewife',
rarity: 'rare',
sex: 'female',
traits: ['chatty','cop_disguise_risk']
},
burnout_dad: {
heat_multiplier: 1.8,
cop_risk_bias: 0,
can_be_cop: false,
flee_sensitivity: 0.1,
aggression: 1,
patience: 4,
interests: {
weed: { min_quality: 1, max_quality: 3},
heroin: { min_quality: 1, max_quality: 2}
},
quantity_profile: {
min: 2,
max: 6,
prefers_bulk: false
},
variant: 'burnout_dad',
rarity: 'uncommon',
sex: 'male',
traits: ['depressed','takes_anything']
},
professional: {
heat_multiplier: 2.2,
cop_risk_bias: 0,
can_be_cop: false,
flee_sensitivity: 0.1,
aggression: 0,
patience: 3,
interests: {
cocaine: { min_quality: 3, max_quality: 3}
},
quantity_profile: {
min: 4,
max: 10,
prefers_bulk: true
},
variant: 'professional',
rarity: 'rare',
sex: 'any',
traits: ['vip','market_rate_only']
},
addict: {
heat_multiplier: 2.5,
cop_risk_bias: 1,
can_be_cop: false,
flee_sensitivity: 0.6,
aggression: 2,
patience: 2,
interests: {
heroin: { min_quality: 1, max_quality: 3}
},
quantity_profile: {
min: 1,
max: 4,
prefers_bulk: false
},
variant: 'addict',
rarity: 'common',
sex: 'any',
traits: ['high_risk','low_patience']
},
high_roller: {
heat_multiplier: 3.0,
cop_risk_bias: 2,
can_be_cop: false,
flee_sensitivity: 0.2,
aggression: 0,
patience: 5,
interests: {
cocaine: { min_quality: 3, max_quality: 3}
},
quantity_profile: {
min: 8,
max: 16,
prefers_bulk: true
},
variant: 'high_roller',
rarity: 'elite',
sex: 'any',
traits: ['discrete','whale','cop_lookalike']
},
}>>
<<set $PersonaVariants to {
worker_a: { type: "worker", variant: "worker_a", heat_multiplier: 1.15, patience: 9 },
worker_b: { type: "worker", variant: "worker_b", quantity_profile: { min: 2, max: 3 } },
low_thug_a: { type: "low_thug", variant: "low_thug_a", aggression: 6, patience: 5 },
low_thug_b: { type: "low_thug", variant: "low_thug_b", flee_sensitivity: 0.2, cop_risk_bias: 0 },
cheap_whore_a: { type: "cheap_whore", variant: "cheap_whore_a", heat_multiplier: 1.6, patience: 7 },
cheap_whore_b: { type: "cheap_whore", variant: "cheap_whore_b", quantity_profile: { min: 1, max: 3 } },
punk_a: { type: "punk", variant: "punk_a", flee_sensitivity: 0.8, patience: 3 },
punk_b: { type: "punk", variant: "punk_b", aggression: 2, cop_risk_bias: 0 },
student_a: { type: "student", variant: "student_a", heat_multiplier: 1.5, patience: 6 },
student_b: { type: "student", variant: "student_b", flee_sensitivity: 0.5, cop_risk_bias: 1 },
frat_boy_a: { type: "frat_boy", variant: "frat_boy_a", heat_multiplier: 1.7, quantity_profile: { min: 6, max: 14, prefers_bulk: true } },
frat_boy_b: { type: "frat_boy", variant: "frat_boy_b", aggression: 3, patience: 5 },
sorority_girl_a: { type: "sorority_girl", variant: "sorority_girl_a", heat_multiplier: 1.7, patience: 6 },
sorority_girl_b: { type: "sorority_girl", variant: "sorority_girl_b", cop_risk_bias: 1, quantity_profile: { min: 3, max: 8 } },
teacher_a: { type: "teacher", variant: "teacher_a", heat_multiplier: 1.9, patience: 3 },
teacher_b: { type: "teacher", variant: "teacher_b", cop_risk_bias: 1, quantity_profile: { min: 4, max: 10, prefers_bulk: true } },
rich_kid_a: { type: "rich_kid", variant: "rich_kid_a", heat_multiplier: 1.8, patience: 7 },
rich_kid_b: { type: "rich_kid", variant: "rich_kid_b", cop_risk_bias: 2, quantity_profile: { min: 3, max: 7 } },
tech_guy_a: { type: "tech_guy", variant: "tech_guy_a", flee_sensitivity: 0.9, patience: 2 },
tech_guy_b: { type: "tech_guy", variant: "tech_guy_b", cop_risk_bias: 2, heat_multiplier: 1.6 },
janitor_a: { type: "janitor", variant: "janitor_a", heat_multiplier: 1.2, patience: 8 },
janitor_b: { type: "janitor", variant: "janitor_b", cop_risk_bias: -3, quantity_profile: { min: 1, max: 2 } },
housewife_a: { type: "housewife", variant: "housewife_a", heat_multiplier: 2.0, patience: 10 },
housewife_b: { type: "housewife", variant: "housewife_b", cop_risk_bias: 3, flee_sensitivity: 0.4 },
burnout_dad_a: { type: "burnout_dad", variant: "burnout_dad_a", patience: 3, aggression: 2 },
burnout_dad_b: { type: "burnout_dad", variant: "burnout_dad_b", heat_multiplier: 1.9, cop_risk_bias: 1 },
professional_a: { type: "professional", variant: "professional_a", heat_multiplier: 2.3, patience: 2 },
professional_b: { type: "professional", variant: "professional_b", quantity_profile: { min: 6, max: 12, prefers_bulk: true } },
addict_a: { type: "addict", variant: "addict_a", flee_sensitivity: 0.7, patience: 1 },
addict_b: { type: "addict", variant: "addict_b", aggression: 3, cop_risk_bias: 2 },
high_roller_a: { type: "high_roller", variant: "high_roller_a", heat_multiplier: 3.2, patience: 4 },
high_roller_b: { type: "high_roller", variant: "high_roller_b", cop_risk_bias: 3, quantity_profile: { min: 10, max: 18, prefers_bulk: true } },
}>>
<<set $DrugPersonas to {
worker1: {
variant_id: "worker_b",
name: "Pedro",
can_flirt: false,
can_sex: false,
can_be_cop: true,
last_seen_shift: 0,
opinion: 0,
},
worker2: {
variant_id: "worker_a",
name: "Miguel",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
low_thug1: {
variant_id: "low_thug_a",
name: "Reggie",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
low_thug2: {
variant_id: "low_thug_b",
name: "Tank",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
cheap_whore1: {
variant_id: "cheap_whore_a",
name: "Lola",
can_flirt: true,
can_sex: true,
last_seen_shift: 0,
opinion: 0,
},
cheap_whore2: {
variant_id: "cheap_whore_b",
name: "Tia",
can_flirt: true,
can_sex: true,
last_seen_shift: 0,
opinion: 0,
},
punk1: {
variant_id: "punk_a",
name: "Rex",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
punk2: {
variant_id: "punk_b",
name: "Sid",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
student1: {
variant_id: "student_a",
name: "Nina",
can_flirt: true,
can_sex: false,
can_be_cop: true,
last_seen_shift: 0,
opinion: 0,
},
student2: {
variant_id: "student_b",
name: "Jordan",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
frat_boy1: {
variant_id: "frat_boy_a",
name: "Chad",
can_flirt: false,
can_sex: false,
can_be_cop: true,
last_seen_shift: 0,
opinion: 0,
},
frat_boy2: {
variant_id: "frat_boy_b",
name: "Brent",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
sorority_girl1: {
variant_id: "sorority_girl_a",
name: "Brielle",
can_flirt: true,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
sorority_girl2: {
variant_id: "sorority_girl_b",
name: "Maya",
can_flirt: true,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
teacher1: {
variant_id: "teacher_a",
name: "Prof. Allen",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
teacher2: {
variant_id: "teacher_b",
name: "Dr. Moore",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
rich_kid1: {
variant_id: "rich_kid_a",
name: "Aiden",
can_flirt: true,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
rich_kid2: {
variant_id: "rich_kid_b",
name: "Sloane",
can_flirt: true,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
tech_guy1: {
variant_id: "tech_guy_a",
name: "Eli",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
tech_guy2: {
variant_id: "tech_guy_b",
name: "Owen",
can_flirt: false,
can_sex: false,
can_be_cop: true,
last_seen_shift: 0,
opinion: 0,
},
janitor1: {
variant_id: "janitor_a",
name: "Frank",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
janitor2: {
variant_id: "janitor_b",
name: "Luis",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
housewife1: {
variant_id: "housewife_a",
name: "Karen",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
housewife2: {
variant_id: "housewife_b",
name: "Elaine",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
burnout_dad1: {
variant_id: "burnout_dad_a",
name: "Rick",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
burnout_dad2: {
variant_id: "burnout_dad_b",
name: "Gabe",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
professional1: {
variant_id: "professional_a",
name: "Ms. Cortez",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
professional2: {
variant_id: "professional_b",
name: "Mr. Ellis",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
addict1: {
variant_id: "addict_a",
name: "Vince",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
addict2: {
variant_id: "addict_b",
name: "Ray",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
high_roller1: {
variant_id: "high_roller_a",
name: "Carter",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
},
high_roller2: {
variant_id: "high_roller_b",
name: "Viktor",
can_flirt: false,
can_sex: false,
last_seen_shift: 0,
opinion: 0,
}
}>><<nobr>>
<<set _isCop to (($CurrentCustomer and $CurrentCustomer.is_cop) or ($EncounterReaction and $EncounterReaction.is_cop) or ($LastEncounter and $LastEncounter.is_cop))>>
<<if _isCop>>
<<if $EncounterPhase is "approach">>
<<if $DialogueVariant is 1>>
<<vnline _speaker cop>>
Hey. Looking for something for a party tonight. You selling?
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker cop>>
Campus has been busy tonight. You the person people talk to for party favors?
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker cop>>
I need something discreet. No drama, no questions. Can you help?
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "dismissed">>
<<vnline _speaker cop>>
Smart choice. Enjoy the rest of your night.
<</vnline>>
<<elseif $EncounterPhase is "refuse">>
<<vnline _speaker cop>>
That's a lot of money for someone working out here.
<</vnline>>
<<elseif $EncounterPhase is "accept">>
<<vnline _speaker cop>>
That will do.
<</vnline>>
<</if>>
<<else>>
<<if $EncounterPhase is "approach">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain>>
Hey dude. Party in my dorm tonight. Need some party favors, y'know what I mean?
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain>>
Hey, are you a dealer? You aren't security right? You have to tell me if you're campus security. That's like, in the university handbook I think.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain>>
Hey, I need drugs for a uh, experiment. Yeah sure let's go with that.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "accept">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain>>
Gonna have to eat nothing but ramen this week. But sure I'll take it.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain>>
Deal. Let's hurry, I have class in like, fifteen minutes.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain>>
Damn, good deal. Is that like, a student discount or something?
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "refuse">>
<<if $DialogueVariant is 1>>
<<vnline _speaker>>
No way. You know you're selling to college kids, right? We don't have money like that.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker>>
What? Whatever man, I'm not paying that. Guess I'm going to class sober.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain>>
I'm not giving up eating for a week for that. Maybe next time.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "dismissed">>
<<vnline narrator>>
They shrug and drift back toward the quad.
<</vnline>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator key:mei_flash>>Her couch is the best place to wait. It's comfy, and feels almost brand new. Mei brings a manila folder over as you sink in and get comfortable. Opening it up and placing a few pieces of paper on the table. One looks like the outline of a business plan. And the other is a licensing fee that she intends to charge the company that would be making the product.<</vnline>>
<<vnmediaat "mei_flash">>
[img["ressources/chars/mei/images/mei_flash.webp"]]
<</vnmediaat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $EncounterPhase is "approach">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain left>>
Better have what I want. Not gonna be too pretty if I can't get my fix.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain left>>
You don't look too tough to me. You'll give me a good deal, if you know what's good for you.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain left>>
Finally got some cash after shaking down that loser that owed me money. I hope it's enough.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "accept">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain left>>
Oh hey! I smuggled this stuff in last week. And now I'm buying it. Small world, huh?
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain left>>
I can swing that. Finally, got something that makes beating those people up, worth it.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "refuse">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain left>>
I gotta get the boss to gimme a raise. I can't afford that!
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain left>>
Don't fuck with me man. No way I'm paying that.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain left>>
Even I don't rip people off this bad. Fuck off, I'm out.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "dismissed">>
<<vnline narrator>>
He gives you a long stare before walking off.
<</vnline>>
<</if>>
<</nobr>><<nobr>>
<<widget "now">>
<<period>>
<div class="time-display">
<div class="game-day"><<print $GameDays[$gameDate.getUTCDay()]>></div>
<div class="time-period"><<print $periodname>></div>
<div class="game-time"><<= padZero($gameDate.getUTCHours())>>:<<= padZero($gameDate.getUTCMinutes())>></div>
</div>
<</widget>>
<<widget "addmins">>
<<run advanceTime(0, _args[0])>>
<</widget>>
<<widget "addhours">>
<<run advanceTime(_args[0], 0)>>
<</widget>>
<<widget "period">>
<<if isDateBetween($gameDate, '06:00', '11:59')>>
<<set $periodname = "Morning">>
<<set $period = 1>>
<<elseif isDateBetween($gameDate, '12:00', '12:59')>>
<<set $periodname = "Noon">>
<<set $period = 2>>
<<elseif isDateBetween($gameDate, '13:00', '17:59')>>
<<set $periodname = "Afternoon">>
<<set $period = 3>>
<<elseif isDateBetween($gameDate, '18:00', '20:59')>>
<<set $periodname = "Evening">>
<<set $period = 4>>
<<elseif isDateBetween($gameDate, '21:00', '23:59')>>
<<set $periodname = "Late evening">>
<<set $period = 5>>
<<elseif isDateBetween($gameDate, '00:00', '05:59')>>
<<set $periodname = "Night">>
<<set $period = 0>>
<</if>>
<</widget>>
<<widget "NextDay">>
<<if $gameDate.getUTCHours() >= 7>><<set $gameDate.setUTCDate($gameDate.getUTCDate() + 1)>><</if>><<set $gameDate.setUTCHours(7)>><<set $gameDate.setUTCMinutes(0)>><<set $day += 1>>
<</widget>>
<<widget "dayreset">>
<<set $chars.player.baseLocations.computer_interview to 0>>
<<set $chars.player.baseLocations.computer_game to 0>>
<<set $chars.player.baseLocations.computer_adult to 0>>
<<set $chars.player.baseLocations.computer_resarch to 0>>
<<set $chars.player.baseLocations.trained_at_home to 0>>
<<set $chars.player.doneenforcerjob to 0>>
<<stockDailyTick>>
<<stockTimeHook>>
<</widget>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator>>The moment you enter the Residential District, your phone buzzes. Damir’s text pops up on your screen giving you the address you need. The address leads you to a pretty nice townhouse that isn’t too far out of the way. By the looks of it, the trainer must make a decent living to own a place like this. Not anything spectacular, but it does seem to support the idea that he is a legitimate trainer. Whether or not he is legitimately training Damir’s wife Mina is another story entirely. <</vnline>>
<<vnline narrator>>There’s two cars at the house right now. So chances are he has a client inside. If you’re lucky, Mina will still be inside and you’ll be able to see just what she and this trainer of hers get up to. There’s no way to see anything from here though. You look around and make sure no one sees you. And the moment the coast is clear you quietly run up along the side of the house towards the back. Peering into windows doesn’t clue you into much just yet. But suddenly a loud laugh comes from the house. It sounded like it came from upstairs. Walking around some more, you find the back sliding door to the house is open. Looking around, it seems like they were doing something out back before heading inside. Maybe some yoga of some sort by the mats on the ground. And they do look used. Even if it looks innocent so far, it certainly isn’t proof of anything just yet. You silently step inside, following the sounds of the laughter, and soon enough you hear talking. It’s coming from a cracked door on the second level.<</vnline>>
<<vnline narrator>>Look in through the door<</vnline>>
<<vnline narrator key:minacaughtdoor>>You look in through the slightly ajar door and see the source of the voices. And it is exactly what Damir had feared. A woman, who matches Mina’s description, getting fucked by some guy who does look like he would be a physical trainer.<</vnline>>
<<vnmediaat "minacaughtdoor">>
<video src="ressources/chars/mina/videos/first_encounter/minacaught.mp4" autoplay controls loop muted></video>
<</vnmediaat>>
<<vnline narrator key:minacaughtimg>>You pull your phone out and snap a picture for proof of the affair. <</vnline>>
<<vnmediaat "minacaughtimg">>
[img["ressources/images/drugopportunity/minacaught.webp"]]
<</vnmediaat>>
<<vnline narrator key:minacaughtactions>>With proof in hand, your job is effectively done. All you need to do is bring this back to Damir and he will have what he asked you for. Although, that isn’t your only option. You stand there in the hall, still unnoticed, and think on what you can do with this information. Finishing the job you were sent here to do is one option, and possibly the most simple. You don’t get any further involvement, and you do just as Damir asked of you. The next option to come to mind is to use this information against Mina. You could get her to pay and get Damir to pay you. Double dipping by blackmailing Mina wouldn’t even mean you would have to hold up your end of it. You could still even tell Damir after you get whatever you can out of her. Finally, you could end this. Damir clearly cares about his wife. He wouldn’t be jealous if he didn’t. This could be your opportunity to end her affairs and have the threat of being exposed loom over her to keep her loyal from now on. It would mean lying to him though. Whichever option you want to choose, it has to be made now. As it seems like they’re finishing up and about to leave the bedroom.<</vnline>>
<<vnactionsat "minacaughtactions">>
[[Take the proof back to Damir|TrainersPlaceFirstEncounter][$scene to 1]]
[[Blackmail Mina|TrainersPlaceFirstEncounter][$scene to 2]]
[[Get Mina to stop cheating|TrainersPlaceFirstEncounter][$scene to 8]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline narrator key:leave>>No need to involve yourself further. You have what you need so you head out as silently as you entered. Rounding the outside of the house again and heading down the street until you have gained a sizable bit of distance away from the home. You weren’t caught, at least you don’t believe so. So you leave the residential district. Next time you are at the Den, you’ll talk to Damir. Hopefully he doesn’t get too mad when he learns the truth. <</vnline>>
<<vnactionsat "leave">>
[[Leave|CityMap][$scene to 0;$opportunities.druglord.damirrequest to 2;$opportunities.druglord.minachoice to 1;$opportunities.druglord.minachoice to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator>>Evidence in hand, you push the door open with some force. Making both Mina and her trainer jump to their feet. Mina shrieks with fear. And her trainer starts cursing you out.<</vnline>>
<<vnline minatrainer angry>>Who the fuck are you? Get the fuck outta my damn house!<</vnline>>
<<vnline player>>Back up! I work with Damir. You touch me and he sees what you’ve been doing with his wife.<</vnline>>
<<vnline narrator>>The trainer stops in his tracks and turns to Mina looking even angrier.<</vnline>>
<<vnline minatrainer>>Damir’s your fucking husband? You told me he was your brother! Fucking bitch I swear if he comes after me I’ll-<</vnline>>
<<vnline mina>>You’ll what? Damir won’t let you touch me!<</vnline>>
<<vnline player>>Both of you shut the hell up. Here is what’s going to happen. Mina is gonna come downstairs with me. And you, whatever your name is, are gonna stay here.<</vnline>>
<<vnline minatrainer>>You don’t know my name? Shit sounds fine to me then. Go bitch.<</vnline>>
<<vnline narrator>>The trainer puts his hands up and backs away, happy to potentially be left out of it. Mina storms past you, still nude as she descends the stairs. You close the bedroom door behind you and head down. Staring at Mina as she sits on the Trainer’s couch. <</vnline>>
<<vnline mina>>What do you want? You gonna tell Damir? Ruin my life? Just do it and be done with it.<</vnline>>
<<vnline player>>I don’t have to. Damir made me an offer to give him proof. I can just follow through on that. Or you can make me a better offer.<</vnline>>
<<vnline mina key:minadontwant>>What the hell would you even want from me?<</vnline>>
<<vnactionsat "minadontwant">>
[[Demand money|TrainersPlaceFirstEncounter][$scene to 3;$opportunities.druglord.minachoice to 2]]
[[She offers herself to keep you quiet|TrainersPlaceFirstEncounter][$scene to 4;$opportunities.druglord.minachoice to 3]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnline player>>I want money. Plain and simple. Damir offered me five thousand dollars. Make a better one.<</vnline>>
<<vnline mina>>Are you fucking crazy? Where do you think I’m gonna get that kind of money?<</vnline>>
<<vnline player>>Not my problem. Gimme a number that beats it or I’m telling him.<</vnline>>
<<vnline mina>>FUCK! Fine.<</vnline>>
<<vnline narrator>>Mina stands up and walks over to the kitchen counter where her purse is. She pulls out her phone and taps on it a bit. You can’t see what she’s doing, but it seems like she’s checking just how much she has.<</vnline>>
<<vnline mina>>I can do six thousand.<</vnline>>
<<vnline player>>That’s it? Lying to Damir is worth more than a thousand more dollars.<</vnline>>
<<vnline narrator>>Mina begins to beg. She’s clearly desperate to keep you from telling.<</vnline>>
<<vnline mina begging>>Please! It’s all I have!<</vnline>>
<<vnline player>>Fine. I want you to transfer it to me right now though, or no deal.<</vnline>>
<<vnline mina>>Okay! Okay one second. Give me uh your email address.<</vnline>>
<<vnline narrator>>You give her your email and she is able to transfer the money to you through an app. Within a few minutes you get a notification on your phone that the money has arrived. And just like that, you’re six thousand dollars richer.<</vnline>>
<<vnline player>>It’s been a pleasure. You should really quit doing this. You don’t wanna end up getting caught again.<</vnline>>
<<vnline mina>>Yeah, whatever.<</vnline>>
<<vnline narrator>>You leave the same way you came in, and head down the street. You can’t help but laugh at the fact that she never demanded that you delete the proof. You can still show this to Damir and get paid by him as well if you want. Or you can keep your word to her. You’ll have to decide which to do the next time you’re at the Den.<</vnline>>
<<vnline key:leave>>Mina hands you 6,000$ <<addmoney 6000>><<addhours 1>><</vnline>>
<<vnactionsat leave>>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<galleryUnlock "mina" "first_encounter">>
<<vndialogbox>>
<<vnline player>>I know what you want.<</vnline>>
<<vnline mina>>You can have me all you want, if Damir never hears a word about this.<</vnline>>
<<vnline player>>You’re such a cheating whore.<</vnline>>
<<vnline mina>>Yeah, and? I know you want some too. That’s why you’re still here, instead of running off to tell Damir.<</vnline>>
<<vnline player>>Maybe I do.<</vnline>>
<<vnline narrator>>She smiles and steps closer, grazing your chin with her palm.<</vnline>>
<<vnline mina>>I know you do. Come take it.<</vnline>>
<<vnline player>>Then come here.<</vnline>>
<<vnline narrator key:minamissionary>>Without another word, you pull your pants down and flip Mina over. Damir was certainly right about her big booty. It’s nice, big, and very easy to slide right inside of. And she moans as you fuck her, really making it just that much more fun.<</vnline>>
<<vnmediaat "minamissionary">>
<video src="ressources/chars/mina/videos/first_encounter/missionary.mp4" autoplay loop controls muted></video>
<</vnmediaat>>
<<vnactionsat "minamissionary">>
[[Continue|TrainersPlaceFirstEncounter][$scene to 6]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<vndialogbox>>
<<vnline narrator key:minapiledriver>>Pulling Mina off the couch you bring her to the ottoman. It’s lower so you can raise her ass up and really pound down into her. Jack hammering her ass and fucking it, almost trying to ruin it. <</vnline>>
<<vnmediaat "minapiledriver">>
<video src="ressources/chars/mina/videos/first_encounter/piledriver.mp4" autoplay loop muted controls></video>
<</vnmediaat>>
<<vnactionsat "minapiledriver">>
[[Continue|TrainersPlaceFirstEncounter][$scene to 7]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 7>>
<<vndialogbox>>
<<vnline narrator key:minafacial>>You pull out of her ass as you begin to cum. The moment you let go of her, Mina’s ass falls to the floor and she is sitting right in front of you as you unload all over her face.<</vnline>>
<<vnmediaat "minafacial">>
<video src="ressources/chars/mina/videos/first_encounter/facial.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnline player>>Nice job, slut. Keep that up and Damir won’t learn a thing.<</vnline>>
<<vnline mina>>He better fucking not.<</vnline>>
<<vnline narrator>>With that you leave the same way you came in, and head down the street. You can’t help but laugh at the fact that she never demanded that you delete the proof. You can still show this to Damir and get paid by him as well if you want. Or you can keep your word to her. You’ll have to decide which to do the next time you’re at the Den.<</vnline>>
<<vnline narrator key:leave>>Mina hands you 6,000$ <<addmoney 6000>><<addhours 1>> <<set $opportunities.druglord.damirrequest to 2>><</vnline>>
<<vnactionsat "leave">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 8>>
<<vndialogbox>>
<<vnline narrator>>Evidence in hand, you push the door open with some force. Making both Mina and her trainer jump to their feet. Mina shrieks with fear. And her trainer starts cursing you out.<</vnline>>
<<vnline minatrainer angry>>Who the fuck are you? Get the fuck outta my damn house!<</vnline>>
<<vnline player>>Back up! I work with Damir. You touch me and he sees what you’ve been doing with his wife.<</vnline>>
<<vnline narrator>>The trainer stops in his tracks and turns to Mina looking even angrier.<</vnline>>
<<vnline minatrainer>>Damir’s your fucking husband? You told me he was your brother! Fucking bitch I swear if he comes after me I’ll-<</vnline>>
<<vnline mina>>You’ll what? Damir won’t let you touch me!<</vnline>>
<<vnline player>>Both of you shut the hell up. Here is what’s going to happen. Mina is gonna come downstairs with me. And you, whatever your name is, are gonna stay here.<</vnline>>
<<vnline minatrainer>>You don’t know my name? Shit sounds fine to me then. Go bitch.<</vnline>>
<<vnline narrator>>The trainer puts his hands up and backs away, happy to potentially be left out of it. Mina storms past you, still nude as she descends the stairs. You close the bedroom door behind you and head down. Staring at Mina as she sits on the Trainer’s couch. <</vnline>>
<<vnline mina>>What do you want? You gonna tell Damir? Ruin my life? Just do it and be done with it.<</vnline>>
<<vnline player>>I don’t have to. Damir made me an offer to give him proof. But I want to talk with you first.<</vnline>>
<<vnline mina>>What the hell would you even want from me?<</vnline>>
<<vnline player>>I want you to stop being a cheating whore.<</vnline>>
<<vnline mina>>Excuse me??<</vnline>>
<<vnline player>>Me telling Damir won’t stop you from being a cheater. It will just mean that he divorces you. And you probably go on to cheat on the next guy you marry. I want you to better yourself, and stop hurting Damir. He actually cares about you. If you want me to keep this to myself, then you need to agree to end this hear and now. Never cheat again. And if I find out you have, I’ll let him know.<</vnline>>
<<vnline mina>>It’s not that simple! I… I uh… I’m a sex addict!<</vnline>>
<<vnline player>>Then get treatment. Addiction, even if you aren’t just lying through your teeth right now, is not an excuse to hurt people. Make your choice.<</vnline>>
<<vnline mina>>Fuck you! Fucking, fine! I’ll stop.<</vnline>>
<<vnline player>>Good. I hope you learn your lesson and this never comes up again.<</vnline>>
<<vnline narrator>>She just scoffs and turns away from you. You head out the same way you came in. Heading down the road and out of the district. You could still tell Damir if you wanted too. Her fate remains up in your hands. Although it does seem like she genuinely feared being exposed enough to at least try. Either way, it’s time to go report back to Damir.<</vnline>>
<<vnline narrator key:leave>>Mina hands you 6,000$ <<addmoney 6000>><<addhours 1>><<set $opportunities.druglord.damirrequest to 2>><</vnline>>
<<vnactionsat "leave">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>><<set _randomsentence to ['Gym is quiet today', 'Gym is empty today', 'Gym is a bit crowded today', 'Time to work out!'].random()>>
<<vndialogbox>>
<<vnline narrator key:gymworkout>><<print _randomsentence>><</vnline>>
<<vnactionsat "gymworkout">>
<<if $chars.player.money gte 20>>[[Work out|gymworkout][$chars.player.money - 20]]<<else>><div class="action-link warn">[[Not enough money to work out|CityMap]]</div>
<<if $chars.farah.location is "Gym" && $chars.farah.objectives.introduction.completed is 1>>
[[Farah|Farah]]
<</if>><<nobr>>
<div id="map-shell">
<div id="map-area">
<canvas id="map-canvas"></canvas>
<div id="map-hotspots"></div>
</div>
<div id="map-panel">
</div>
</div>
<</nobr>><<nobr>>
<<widget "gymcredits">>
<<set $chars.player.gymcredits += _args[0]>>
<</widget>>
<<widget "addmoney">>
<<set $chars.player.money += _args[0]>>
<</widget>>
<<widget "pay">>
<<set $chars.player.money -= _args[0]>>
<</widget>>
<<widget "nickrelation">>
<<set $chars.nick.relation += _args[0]>>
<</widget>>
<<widget "damirrelation">>
<<set $chars.damir.relation += _args[0]>>
<</widget>>
<<widget "vitalyyrelation">>
<<set $chars.vitalyy.relation += _args[0]>>
<</widget>>
<<widget "fatherrespect">>
<<set $chars.father.respect += _args[0]>>
<</widget>>
<<widget "farahrelationgain">>
<<set $chars.farah.relation += 5>>
<</widget>>
<<widget "emiliarelationgain">>
<<set $chars.emilia.relation += 5>>
<</widget>>
<<widget "meirelationgain">>
<<set $chars.mei.relation += 5>>
<</widget>>
<<widget "relationgain">>
<<set _rg_char = _args[0]>>
<<set _rg_mult = (_args.length > 1) ? _args[1] : 1>>
<<set _rg_cha = Math.min(10, Math.max(0, $chars.player.stats.charisma || 0))>>
<<set _rg_gain = Math.max(1, Math.floor((1 + _rg_cha * 0.2) * _rg_mult))>>
<<if $chars[_rg_char]>>
<<if typeof $chars[_rg_char].relation === 'number'>>
<<set $chars[_rg_char].relation += _rg_gain>>
<<elseif typeof $chars[_rg_char].respect === 'number'>>
<<set $chars[_rg_char].respect += _rg_gain>>
<</if>>
<</if>>
<</widget>>
<<widget "baseCash">>
<<if $chars and $chars.player and typeof $chars.player.money !== "undefined">>
<<= Number($chars.player.money || 0)>>
<<else>>
0
<</if>>
<</widget>>
<<widget "setCharLocationClass">>
<<run
var charName = _args[0];
var loc = (State.variables.chars?.[charName]?.location || "")
.toLowerCase()
.replace(/\s+/g, "-")
.replace(/[^a-z0-9-]/g, "");
document.body.className = document.body.className
.replace(/\bloc-\S+/g, "").trim();
if (loc) document.body.classList.add("loc-" + loc);
>>
<</widget>>
<<widget "baseSpendMoney">>
<<set _amt to Number(_args[0] || 0)>>
<<if $chars and $chars.player and typeof $chars.player.money !== "undefined">>
<<set $chars.player.money to Number($chars.player.money || 0) - _amt>>
<</if>>
<</widget>>
<<widget "baseGainStat">>
<<set _stat to String(_args[0] || "")>>
<<set _amt to Math.max(0, Number(_args[1] || 1))>>
<<set _xpPerLevel to 3>>
<<set _statCap to 10>>
<<set _today to -1>>
<<if typeof $day !== "undefined">>
<<set _today to Number($day)>>
<<elseif $gameDate>>
<<set _today to Number($gameDate.getUTCDate())>>
<</if>>
<<if $chars.player.baseLocations.dailyBuff.stat is _stat and $chars.player.baseLocations.dailyBuff.day is _today>>
<<set _amt to _amt * 2>>
<</if>>
<<set _currentStat to 0>>
<<set _currentXp to 0>>
<<set _validStat to true>>
<<switch _stat>>
<<case "intelligence">>
<<set _currentStat to Number($chars.player.intelligence || 0)>>
<<set _currentXp to Number($chars.player.baseLocations.trainingXp.intelligence || 0)>>
<<case "strength">>
<<set _currentStat to Number($chars.player.strength || 0)>>
<<set _currentXp to Number($chars.player.baseLocations.trainingXp.strength || 0)>>
<<case "charisma">>
<<set _currentStat to Number($chars.player.charisma || 0)>>
<<set _currentXp to Number($chars.player.baseLocations.trainingXp.charisma || 0)>>
<<case "willpower">>
<<set _currentStat to Number($chars.player.willpower || 0)>>
<<set _currentXp to Number($chars.player.baseLocations.trainingXp.willpower || 0)>>
<<case "perception">>
<<set _currentStat to Number($chars.player.perception || 0)>>
<<set _currentXp to Number($chars.player.baseLocations.trainingXp.perception || 0)>>
<<default>>
<<set _validStat to false>>
<</switch>>
<<if _validStat and _currentStat lt _statCap and _amt gt 0>>
<<set _totalXp to _currentXp + _amt>>
<<set _levelsGained to Math.floor(_totalXp / _xpPerLevel)>>
<<set _newStat to Math.min(_statCap, _currentStat + _levelsGained)>>
<<set _levelsApplied to _newStat - _currentStat>>
<<set _spentXp to _levelsApplied * _xpPerLevel>>
<<set _newXp to (_newStat gte _statCap ? 0 : Math.max(0, _totalXp - _spentXp))>>
<<switch _stat>>
<<case "intelligence">>
<<set $chars.player.intelligence to _newStat>>
<<set $chars.player.baseLocations.trainingXp.intelligence to _newXp>>
<<case "strength">>
<<set $chars.player.strength to _newStat>>
<<set $chars.player.baseLocations.trainingXp.strength to _newXp>>
<<case "charisma">>
<<set $chars.player.charisma to _newStat>>
<<set $chars.player.baseLocations.trainingXp.charisma to _newXp>>
<<case "willpower">>
<<set $chars.player.willpower to _newStat>>
<<set $chars.player.baseLocations.trainingXp.willpower to _newXp>>
<<case "perception">>
<<set $chars.player.perception to _newStat>>
<<set $chars.player.baseLocations.trainingXp.perception to _newXp>>
<</switch>>
<</if>>
<</widget>>
<<widget "applyHousingClass">>
<<run
(function () {
const housing = State.variables.chars.player.housing;
const keys = ['bighouse', 'smallhouse', 'modernapartments', 'trashyapartment'];
const existing = Array.from(document.body.classList);
existing.forEach(cls => {
if (keys.some(k => cls.startsWith(k + '-'))) {
document.body.classList.remove(cls);
}
});
const active = keys.find(k => housing[k] === 1);
if (!active) return;
const room = passage().replace(/^Player/i, '').toLowerCase();
document.body.classList.add(active + '-' + room);
})();
>>
<</widget>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<set _discussion to [0,1,2,3,4]>>
<<vnline narrator key:vitalyyactions>>Vitalyy is there, ready to talk to you.<</vnline>>
<<vnactionsat "vitalyyactions">>
[[Talk to Vitalyy|vitalyydialogues][$scene to 0;$discussion to _discussion.random()]]
[[Ask Vitalyy|vitalyydialogues][$scene to 1]]
[[Leave|Den][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set _isCop to (($CurrentCustomer and $CurrentCustomer.is_cop) or ($EncounterReaction and $EncounterReaction.is_cop) or ($LastEncounter and $LastEncounter.is_cop))>>
<<if _isCop>>
<<if $EncounterPhase is "approach">>
<<if $DialogueVariant is 1>>
<<vnline _speaker cop left>>
Long shift. Looking for something to take the edge off. You holding?
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker cop left>>
I heard you can help people around here relax after work. Is that true?
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker cop left>>
Keep it quick. I need something before I head back inside.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "dismissed">>
<<vnline _speaker cop left>>
Fair enough. Good instincts.
<</vnline>>
<<elseif $EncounterPhase is "refuse">>
<<vnline _speaker cop left>>
That's steeper than I expected.
<</vnline>>
<<elseif $EncounterPhase is "accept">>
<<vnline _speaker cop left>>
That works.
<</vnline>>
<</if>>
<<else>>
<<if $EncounterPhase is "approach">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain left>>
Hey there bud. Oh sorry man I was talking to the weed, not you. Those fumes at the factory make me a little loopy sometimes. How much?
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain left>>
I got fifteen for my break. I need something that works fast.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain left>>
Got anything that will stop aches and pains? Pretty much every single one of my joints feels broken right now.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "accept">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain left>>
Fine that's good. Just be quick. I gotta get back before my boss gets on my ass.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain left>>
Good deal my man. I'll send my coworkers your way too. They could use some shit at a decent price.
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain left>>
Ehhh you're breakin' my balls here, man. I'll take it though. Can't go back to work without something to take the edge off.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "refuse">>
<<if $DialogueVariant is 1>>
<<vnline _speaker plain left>>
You trying to take advantage just cuz I got a job? Fuck off.
<</vnline>>
<<elseif $DialogueVariant is 2>>
<<vnline _speaker plain left>>
No way. You have any idea how many energy drinks and smokes I could buy with that?
<</vnline>>
<<elseif $DialogueVariant is 3>>
<<vnline _speaker plain left>>
Too rich for me, young blood. I got mouths to feed.
<</vnline>>
<</if>>
<<elseif $EncounterPhase is "dismissed">>
<<vnline narrator>>
He shrugs and heads back toward the factory.
<</vnline>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator>>After some thought, you choose to confront Dimon and name him as the one who is informing on the gang to the police.<</vnline>>
<<vnline player>>I know you’re the traitor, Dimon. Admit it, and maybe we can go easy on you.<</vnline>>
<<vnline dimon>>Me? C’mon, man. I never told any cop a thing. I swear!<</vnline>>
<<vnline player>>It’s too late to argue. The only thing left to do is decide how to deal with you.<</vnline>>
<<vnline narrator key:dimonaccusation>>Dimon stares at you with pure fear in his heart. Awaiting to hear his fate.<</vnline>>
<<vnactionsat "dimonaccusation">>
<div class="action-link alt">[[Kill Dimon|dimonaccusation][$action to 1;$opportunities.druglord.informant to "Dimon";$chars.dimon.dead to 1]]</div>
<div class="action-link">[[Tell him to leave town|dimonaccusation][$action to 2;$opportunities.druglord.informant to "Dimon";$chars.dimon.left to 1]]</div>
<</vnactionsat>>
<</vndialogbox>>
<</nobr>>
<<nobr>>
<<vndialogbox>>
<<vnactions>><<nobr>>
<<vndialogbox>>
<<vnline narrator>>You lead Julio off a ways. Separating him from the other two so you can speak to him more privately. Now that you’ve come to the conclusion that he is the informant, you need to make sure you deal with this properly. <</vnline>>
<<vnline player>>I know it’s you.<</vnline>>
<<vnline narrator>>Julio’s eyes go bug wide in response. He stammers over his words trying to reply.<</vnline>>
<<vnline julio>>Wh-whoa what do you mean? You know what’s me? You’re freaking me out here man.<</vnline>>
<<if $chars.julio.questions[6] is 1 && $chars.dimon.questions[7] is 1>>
<<vnline player>>I’m not an idiot Julio. You talk too much and put yourself in a corner. Kaito and Dimon both confirm that Kaito only sells at night, and never sees you. Dimon doesn’t even know where Kaito sells, and says that Kaito won’t reveal it. But you somehow now exactly where he sells at, and say you sell with him at night all the time. You know a lot about something that two other people say you shouldn’t know anything about. That sounds a lot like someone collecting information to me.<</vnline>>
<<else>>
<<vnline player>>It’s obvious, Julio. You’re too skittish and talk like you’re on the witness stand every time I ask you a question. Fess up and I might be able to go easy on you.<</vnline>>
<</if>>
<<vnline julio>>Fuck! Fine I admit it. But, listen I need you to hear me out first. Please.<</vnline>>
<<vnline player>>I’m listening.<</vnline>>
<<vnline julio>>I’m not just some informant. I’m undercover. If you hurt me, you’ll turn this beach and every street corner the gang runs on into a war zone. Police do not like it when they lose one of our own.<</vnline>>
<<vnline narrator>>He has a point. The cops would crack down hard if something happens to him. You can’t just let him get away with it though, can you? It would make you, and the entire gang look weak.<</vnline>>
<<vnline player>>So are you going to propose an alternative?<</vnline>>
<<vnline julio>>Yeah, work with me.<</vnline>>
<<vnline player>>I’m no rat.<</vnline>>
<<vnline julio>>I didn’t say you were. I don’t want you to inform on the gang. I just want you to be willing to look the other way. We aren’t even trying to take the whole gang down. Believe it or not, organized crime can be helpful to a city like Denlaw. It means the criminals have rules. If you get rid of that, there is still going to be crime, but it will get more violent and out of hand.<</vnline>>
<<vnline player>>I still don’t see what this has to do with me.<</vnline>>
<<vnline julio>>I’m just here to clip the gang every now and then. Never to take the gang out, but always just stop some of the bigger things, like that shipment. The gang continues on, violent crime stays down, and the police can tout a win every now and then. Everyone wins.<</vnline>>
<<vnline player>>I don’t win if Vitalyy or Damir find out and send someone to take care of me just like I was sent here to take care of you.<</vnline>>
<<vnline julio>>Just tell them that there is no way any of us three could have informed on the shipment. Hell Dimon has been talking about listening devices. We don’t actually have any set up, but I can give you one. Just tell them that you found this and think the cops just managed to bug the Pier, and we were too loose lipped when talking when we thought no one could hear us.<</vnline>>
<<vnline player>>I don’t know…<</vnline>>
<<vnline julio>>Please <<print $chars.player.firstName>>. It would be a really good idea to have me backing you.<</vnline>>
<<vnline narrator key:julioaccusation>>Loyalty to the gang is at stake here. You can follow through, and make sure Julio is never seen in this city again, staying loyal to Vitalyy and potentially starting a war between the police and the gang. Or you can use Julio’s plan and betray him for the good of the city overall. So much to consider, and so little time to decide.<</vnline>>
<<vnactionsat "julioaccusation">>
<div class="action-link alt">[[Kill Julio|julioaccusation][$action to 1;$opportunities.druglord.informant to "Julio";$chars.julio.dead to 1]]</div>
<div class="action-link">[[Tell him to leave the city|julioaccusation][$action to 2;$opportunities.druglord.informant to "Julio";$chars.julio.left to 1]]</div>
<div class="action-link warn">[[Go with Julio's plan and work with him|julioaccusation][$action to 3;$opportunities.druglord.informant to "Julio";$opportunities.druglord.made_deal to 1]]</div>
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator>>After some thought, you choose to confront Kaito and name him as the one who is informing on the gang to the police.<</vnline>>
<<vnline player>>It was you, Kaito. Don’t play dumb. Maybe if you admit it, we can go easy on you.<</vnline>>
<<vnline kaito>>You are wrong.<</vnline>>
<<vnline player>>There’s no reason to push back. The decision is made. It’s only a matter of what the punishment will be.<</vnline>>
<<vnline kaito>>My fate is beyond my control.<</vnline>>
<<vnline narrator key:kaitoaccusation>>Kaito stares you down. His gaze unwavering. There is no fear in his expression in the slightest.<</vnline>>
<<vnactionsat "kaitoaccusation">>
<div class="action-link alt">[[Kill Kaito|kaitoaccusation][$action to 1;$opportunities.druglord.informant to "Kaito";$chars.kaito.dead to 1]]</div>
<div class="action-link">[[Tell him to leave town|kaitoaccusation][$action to 2;$opportunities.druglord.informant to "Kaito";$chars.kaito.left to 1]]</div>
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<if $chars.player.baseLocations.flags.chazMet is 0>>
<<vndialogbox>>
<<vnline chaz smiling>>Well, well, well, what do we have here? <<set $chars.player.baseLocations.flags.chazMet to 1>><</vnline>>
<<vnline narrator>>You turn to see a smug looking guy in a speedo walking up to you.<</vnline>>
<<vnline player>>Can I help you?<</vnline>>
<<vnline chaz>>With those scrawny arms, I don’t think you could help anyone.<</vnline>>
<<vnline narrator>>He’s so smug that you can’t tell if he’s intentionally being rude or is just completely incapable of talking to you with respect.<</vnline>>
<<vnline player>>Dude, I don’t even know you. So please don’t insult me.<</vnline>>
<<vnline chaz>>The name’s Chaz. So now you know me. Not an insult by the way. It was an observation.<</vnline>>
<<vnline player>>Well, Chaz, why don’t you observe something else then?<</vnline>>
<<vnline chaz>>Why should I? Oh, are you a bit scared?<</vnline>>
<<vnline player>>Scared of what?<</vnline>>
<<vnline chaz key:chazfirstchoice>>You don’t need to pretend little man. I know a guy with a physique like mine can be intimidating.<</vnline>>
<<vnactionsat "chazfirstchoice">>
[[Teach this dude a lesson|chazmeet][$scene to 1]]
[[Let it go and try to get away from him|chazmeet][$scene to 2]]
<</vnactionsat>>
<</vndialogbox>>
<<else>>
<<vndialogbox>>
<<vnline chaz>>Well look who it is? Keeping up with your swim lessons? Where are your floaties? Did you graduate past them already?<</vnline>>
<<vnline narrator>>You roll your eyes at this endless smug goading. <</vnline>>
<<vnline player>>You really aren’t funny, Chaz. What do you want?<</vnline>>
<<vnline chaz key:chazrepeatchoice>>No need to be hostile, Scrawny. Just wanted to see if you were up for another race?<</vnline>>
<<vnactionsat "chazrepeatchoice">>
[[Race Chaz|chazmeet][$scene to 4]]
[[Just swim|chazmeet][$scene to 2]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline narrator>>You stand up and get close to him. Staring him down. He isn’t going to get away with insulting you like that.<</vnline>>
<<vnline player>>Do you have a problem? I’m just trying to go for a swim, and you’re pissing me off.<</vnline>>
<<vnline chaz>>You? Swim? That’s a laugh! I don’t have an issue with you small stuff. I don’t want you getting hurt though. Maybe leave the swimming to those of use with muscles.<</vnline>>
<<vnline narrator key:chazflex>>He decides to flex on you for fun.<</vnline>>
<<vnactionsat "chazflex">>
[[Challenge him to a race|chazmeet][$scene to 3]]
[[Disengage and get away from this guy|chazmeet][$scene to 2]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline player>>Listen, Chaz. I don’t know you, and I don’t really care to know you. I’m gonna walk away now. Don’t follow.<</vnline>>
<<vnline chaz>>Wow, some people just have no manners these days.<</vnline>>
<<vnline narrator key:chazmeet>>You just turn and leave. No use engaging with this guy any further if you don’t have to. Someone ought to teach him a lesson one of these days, though. He clear is way too big for his britches.<</vnline>>
<<vnactionsat "chazmeet">>
[[Go swimming|BeachSwim][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnline player>>Big talk. How about we do a race real quick? If I win, you never show your smug face on this beach again. And if you win,<</vnline>>
<<vnline narrator>>Chaz rudely cuts you off.<</vnline>>
<<vnline chaz>>I don’t need anything from you when I win. I’ll just enjoy reminding you how much better I am!<</vnline>>
<<vnline narrator>>He lets out an obnoxious laugh that can only be described as a snooty guffaw. <</vnline>>
<<vnline player>>Whatever. Let’s get this over with. There is a buoy near the end of the pier. Swim to that, touch it, and swim back. First one to be standing on the beach again wins. Sound good to you?<</vnline>>
<<vnline chaz>>Oh my, are you sure you can even swim in water that deep?<</vnline>>
<<vnline player>>Worry about yourself.<</vnline>>
<<vnline chaz>>Alright, don’t say I didn’t warn you. On the count of three?<</vnline>>
<<vnline narrator key:chazrace>>You nod to answer him, both of you getting ready to run into the water as you stand side by side. You both count down simultaneously. Saying three, two, and one together.<</vnline>>
<<vnactionsat "chazrace">>
[[Race!|chazmeet][$scene to 4]]
[[Disengage|chazmeet][$scene to 2]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<set _str to Number($chars.player.strength || 1)>>
<<set _will to Number($chars.player.willpower || 1)>>
<<set _chance to Math.max(5, Math.min(95, (_str + _will) * 5))>>
<<set _roll to random(1, 100)>>
<<if _roll lte _chance>>
<<set _result to 1>>
<<else>>
<<set _result to 0>>
<</if>>
<<if _result is 1>>
<<vndialogbox>>
<<vnline narrator>>This Chaz guy can swim. He’s fast. But, you’re faster. You’re the one who gets back to the beach first. And when he gets in just a couple seconds later, he is livid.<</vnline>>
<<vnline chaz>>What the hell? You cheated! You had to! Some scrawny punk like you could never beat me!<</vnline>>
<<vnline player>>Well I did. So just leave me alone.<</vnline>>
<<vnline narrator>>He steps closer. Getting right up in your face as if he’s about to fight you.<</vnline>>
<<vnline chaz>>This isn’t over. You’re gonna see me again one day. You’re gonna regret this.<</vnline>>
<<vnline player>>Whatever, I doubt it.<</vnline>>
<<vnline narrator key:chazwinreward>>He stomps off in a huff. What a sore loser. It might be funny, but it’s more pathetic that he puts that much weight on a random race like that. Either way, the guy is clearly a talented swimmer. And you beat him. That is one hell of a confidence boost. And you feel like you’re a little bit better of a swimmer too. As annoying as he is, Chaz might just have helped you out in the end. <<baseGainStat "willpower" 1>> <<baseGainStat "charisma" 3>> <<addhours 1>><</vnline>>
<<vnactionsat "chazwinreward">>
[[Back to the Beach|Beach]]
<</vnactionsat>>
<</vndialogbox>>
<<else>>
<<vndialogbox>>
<<vnline narrator>>Chaz is fast. Too fast for you to beat. He swims like a professional. It almost seems like he might have been hustled by him. But he did say he would win after all. His confidences probably should have clued you in already. As you get out of the water, he’s already standing on the beach looking smug.<</vnline>>
<<vnline chaz>>Look at that! You made it back to shore! I guess we won’t need the lifeguard after all.<</vnline>>
<<vnline player>>What the hell is wrong with you? We just raced, you saw I can swim. Why are you acting like I’m a toddler who just learned how.<</vnline>>
<<vnline chaz>>With how slow you are, I thought you might just be.<</vnline>>
<<vnline narrator>>He laughs at his own comment so loudly and obnoxiously that the desire to just hit him builds up quickly. But, you don’t need an assault charge to go with this loss.<</vnline>>
<<vnline chaz>>Maybe if you practice some more, one day you might actually present a challenge. Oh who am I kidding? I’m lying for your feelings. That’s just as infantilizing now isn’t it?<</vnline>>
<<vnline narrator key:chazlosereward>>He walks away, laughing even louder, before you can even respond. It sucks to let his pompous ass have the last word. But at least you don’t have to deal with him anymore. Hopefully, it’s the last time you ever have to. But something tells me that it won’t be. <<baseGainStat "willpower" 1>> <<addhours 1>><</vnline>>
<<vnactionsat "chazlosereward">>
[[Back to the Beach|Beach]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator >>The rumor has hit your ears that someone is trying to sell product in Denlaw, who isn't in the gang. This isn't something that can be ignored. It's not only a threat to the gang's business. But also a slap in the face to it's standing and authority within the city. It makes the gang look weak if nothing is done about it. You're the one who the task of dealing with this new potential competitor, has fallen upon. Thankfully, someone else was able to do some reconnaissance work for you ahead of time. They were able to get you his address, as well as his most common selling spots. Finding him where he lives is going to be the most effective strategy.<</vnline>>
<<vnline narrator>>Your intel let you know that he is living in unit 403. The elevator is out of order. And by the looks of how old the building it, that might just be a blessing in disguise. And better yet, with the stairs being the only way up or down in the building, that makes it a lot harder if this guy wants to try and run from you. At least it's only four flights of stairs to climb.<</vnline>>
<<vnline narrator key:4thfloor>>Stepping out onto the fourth floor a stench hits your nose immediately. One of heavy chemical cleaners. By the looks of the dirty and dingy hallway, and the grotesque green carpet, it isn't a janitor's cleaning supplies that are causing that lingering scent. And the smell is getting even stronger, the closer you are to unit 403. And there seems to be some sounds coming from inside the apartment.<</vnline>>
<<vnactionsat "4thfloor">>
[[Knock|competitorjob][$scene to 1;$opportunities.druglord.enforcerjobsdone += 1]]
[[Kick the door in|competitorjob][$scene to 2;$opportunities.druglord.enforcerjobsdone += 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline narrator>>You tap the door a few times with your knuckles. The sounds from inside the apartment halt quickly. Then some whispers kick up. Before finally, the door swings open. The man standing on the other side is not noteworthy. He could be faceless for all you care. He isn't the guy you're looking for. But as you push your way into the apartment, you quickly find who you are looking for.<</vnline>>
<<vnline competitor>>What the fuck man you can't just bust into my house like that!<</vnline>>
<<vnline player>>And you can't just sell product in Denlaw. We aren't huge fans of competition.<</vnline>>
<<vnline competitor>>Product? What product? I'm not selling anything!<</vnline>>
<<vnline narrator>>The cleaning smell makes more sense now. Someone must have tipped him off that someone was coming. He wiped the place clean to make it seem like he was never selling.<</vnline>>
<<vnline player>>I'm not the cops. I don't need evidence. I know you were selling. Now you can either leave Denlaw, and never let me see your face again. Or I can break something as a permanent reminder not to sell here ever again. Your choice.<</vnline>>
<<if $opportunities.druglord.dealwithdamir is 1>>
<<vnline competitor>>Alright I'll leave, I'll leave. I'm no idiot. When the head of the gang in town comes by, I'm not gonna argue.<</vnline>>
<<vnline player>>Smart call.<</vnline>>
<<else>>
<<vnline competitor>>Tell Vitalyy that if he wants to scare me, he has to do it himself! I'm not scared of you!<</vnline>>
<<vnline player>>Vitalyy doesn't have time for trash like you. Final warning.<</vnline>>
<<vnline competitor>>Fuck you!<</vnline>>
<<vnline narrator>>The fool bum rushes you. He thinks that he is going to make it a fist fight. He doesn't know that you're carrying a weapon. You draw it and point it at him before he can even get close. He puts his hands up and starts backing away slowly. Clearly terrified. He's an idiot, and a bold one. But he knows when he has no chance at getting away unscathed. You pistol whip him, knocking him out with the butt of the gun and watching him drop to the floor, unconscious. As you get ready to leave you turn to the person who opened the door for you.<</vnline>>
<<vnline player>>When he wakes up, remind him that we can always find him. And that next time, there won't even be a conversation.<</vnline>>
<</if>>
<<vnline narrator>>With that handled, it's time to leave. And not a moment too soon. The cleaner smell was starting to cause a headache. A hard days work is done. And a good day's pay drops into your pocket in return. The man is still out there, but he's scared shitless no doubt. There will always be more upstarts like him, but this one at least is out of the picture.<</vnline>>
<<vnline narrator key:gainmoney>>You gain $500 <<addmoney 500>><<addhours 1>><</vnline>>
<<vnactionsat "gainmoney">>
[[Go back to the Den|Den][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator>>The moment your foot makes contact with the door, right next to the handle, the wood bursts and it swings open. Breaking and terrifying the people inside. You see two men the moment you step in. One you don't recognize at all. And a second that is your target. The man you don't recognize freaks out so much that he jumps out of the building, through the window. Both you, and your target look at the shattered window, and hear the thud outside. Knowing that he will not be okay from a fall like that.<</vnline>>
<<vnline player>>What the hell did he do that for?<</vnline>>
<<vnline competitor>>He probably thinks you're here to kill us. So he took his chances with the jump.<</vnline>>
<<vnline player>>That's idiotic.<</vnline>>
<<vnline competitor>>Is he wrong? You work for Vitalyy right? You're here to get rid of the competition, aren't you?<</vnline>>
<<vnline player>>That doesn't mean I have to kill you. Fuck, that was stupid.<</vnline>>
<<vnline competitor>>Oh! That might be my fault then¦ I told him someone would be trying to kill us.<</vnline>>
<<vnline player>>I didn't even know about him. They only sent me to talk to you.<</vnline>>
<<vnline competitor>>Dammit. Look please don't hurt me, I didn't know someone owned this turf. I thought it was fair game.<</vnline>>
<<vnline player>>Is that why I smell so much bleach? Trying to clean up and ditch town?<</vnline>>
<<vnline competitor>>Yeah exactly. Figured if we were gone before anyone showed up, it wouldn't be an issue.<</vnline>>
<<vnline player>>Next time, don't put crazy ideas like that in your friend's head. And pray he survives. I'm not gonna hurt you. I'm gonna let you take your friend to the hospital. But if I see you in Denlaw again, I won't be so nice. Get going.<</vnline>>
<<vnline narrator key:headout>>The guy doesn't say another word. He simple sprints past you and heads down to try and help his friend out.<</vnline>>
<<vnactionsat "headout">>
[[Stay and look around|competitorjob][$scene to 4]]
[[Head out|competitorjob][$scene to 3]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnline narrator>>With that handled, it's time to leave. And not a moment too soon. The cleaner smell was starting to cause a headache. A hard days work is done. And a good day's pay drops into your pocket in return. The man is still out there, but he's scared shitless no doubt. There will always be more upstarts like him, but this one at least is out of the picture.<</vnline>>
<<vnline narrator key:gainmoney>>You gain $500 <<addmoney 500>><<addhours 1>><</vnline>>
<<vnactionsat "gainmoney">>
[[Go back to the Den|Den][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnline narrator>>The apartment is mostly cleaned out. But it isn't moved out, just yet. You search through the guys things. There's some money here and there that you help yourself too. And he foolishly left his own product out as well. Now, it belongs to you. More to sell later when you're done with this job. But as it seems like the place is cleaned out of anything useful to you, the sound of a moan comes from the bedroom. Opening up the door, you find a woman who is half awake on the bed. Her eyes go wide when she sees you.<</vnline>>
<<vnline drughoe>>Are you my next client? Just go ahead and leave the money on the table. Do what you want.<</vnline>>
<<vnline narrator key:drughoe>>She seems a little out of it. Like she just came off a binge. Not high or even struggling to stay awake. But actually she just has the look of someone who needs another ten hours of sleep.<</vnline>>
<<vnactionsat "drughoe">>
[[Use the girl|competitorjob][$scene to 5]]
[[Get her out of there|competitorjob][$scene to 6]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnline narrator key:drughoeMating>>If she's offering, why wouldn't you take advantage? You pin the random drug hoe on her back and ram her pussy until you're plenty satisfied. Leaving her in an orgasmic haze to go with her post drug haze.<</vnline>>
<<vnmediaat "drughoeMating">>
<video src="ressources/gifs/drugopportunity/drughoeMating.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnline narrator>>With that handled, it's time to leave. And not a moment too soon. The cleaner smell was starting to cause a headache. A hard days work is done. And a good day's pay drops into your pocket in return. Along with all you found in the apartment. The man is still out there, but he's scared shitless no doubt. There will always be more upstarts like him, but this one at least is out of the picture.<</vnline>>
<<set _randomdrug = ["weed", "cocaine", "heroin", "pills"].random()>>
<<set _randomquality = ['quality1', 'quality2', 'quality3'].random()>>
<<vnline narrator key:gainmoney>>You gain $525 and 3 <<print _randomdrug>> <<print _randomquality>><<set $inventory[_randomdrug][_randomquality] += 3>><<addmoney 525>><<addhours 1>><</vnline>>
<<vnactionsat "gainmoney">>
[[Go back to the Den|Den][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<vndialogbox>>
<<vnline narrator>>You aren't gonna just fuck some random girl. You take the drug hoe by her hand and lead her out of the apartment. She talks to you a bit during the elevator ride down.<</vnline>>
<<vnline drughoe>>Where are you taking me?<</vnline>>
<<vnline player>>I'm just bringing you outside. To get out of that crappy place.<</vnline>>
<<vnline drughoe>>I don't need to be saved.<</vnline>>
<<vnline player>>Good, I'm not trying too. I'm just not leaving you in a bleach fume filled shit hole. Not when you're clearly fresh off a bender. Take this and get some food.<</vnline>>
<<vnline narrator>>You hand her twenty dollars and she takes it, warily.<</vnline>>
<<vnline drughoe>>Oh! Thanks, I guess.<</vnline>>
<<vnline narrator key:drughoeSaved>>You nod to her. Once outside you go your separate ways. Happy to see her heading off in the sunset, getting fresh air and away from all of that.<</vnline>>
<<vnmediaat "drughoeSaved">>
[img["ressources/images/drugopportunity/drughoeSaved.webp"]]
<</vnmediaat>>
<<vnline narrator>>With that handled, it's time to leave. And not a moment too soon. The cleaner smell was starting to cause a headache. A hard days work is done. And a good day's pay drops into your pocket in return. Along with all you found in the apartment. The man is still out there, but he's scared shitless no doubt. There will always be more upstarts like him, but this one at least is out of the picture.<</vnline>>
<<set _randomdrug = ["weed", "cocaine", "heroin", "pills"].random()>>
<<set _randomquality = ['quality1', 'quality2', 'quality3'].random()>>
<<vnline narrator key:gainmoney>>You gain $525 and 3 <<print _randomdrug>> <<print _randomquality>><<set $inventory[_randomdrug][_randomquality] += 3>><<addmoney 525>><<addhours 1>><</vnline>>
<<vnactionsat "gainmoney">>
[[Go back to the Den|Den][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnactions>>
[[Leave|Den][$scene to 0]]
<</vnactions>>
<<if $discussion is 0>>
<<vnline damir>>Why you bother me? You have job, no? Go do.<</vnline>>
<<elseif $discussion is 1>>
<<vnline damir>>My wife always angry. She tell me stop drink vodka. VODKA! What else I drink?<</vnline>>
<<elseif $discussion is 2>>
<<vnline damir>>Betray Vitalyy, I break you. Don’t.<</vnline>>
<<elseif $discussion is 3>>
<<vnline damir>>You strong, no? Say when you ready for hands dirty. I have work, you do.<</vnline>>
<<elseif $discussion is 4>>
<<vnline damir>>Mina is bitch. You know this. Never peace with this woman. Never peace…<</vnline>>
<</if>>
<<relationgain "damir">>
<<addhours 1>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline damir key:damirquestions>>What do you want to know?<</vnline>>
<<vnactionsat "damirquestions">>
[[What are enforcer jobs?|damirdialogues][$scene to 2;$discussion to 1]]
[[How can I move up within the gang?|damirdialogues][$scene to 2;$discussion to 2]]
[[What’s Vitalyy like?|damirdialogues][$scene to 2;$discussion to 3]]
[[What’s Russia like?|damirdialogues][$scene to 2;$discussion to 4]]
<<if $opportunities.druglord.darmirrequest is 3>>
[[How are things going with Mina?|damirdialogues][$scene to 2;$discussion to 5]]
<</if>>
[[Leave|Den][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<<if $scene is 2>>
<<vndialogbox>>
<<vnactions>>
[[Leave|Den][$scene to 0]]
<</vnactions>>
<<if $discussion is 1>>
<<vnline damir>>Tough work. Dangerous things. More risk, more money.<</vnline>>
<<elseif $discussion is 2>>
<<vnline damir>>Do good work, Vitalyy reward you. That simple.<</vnline>>
<<elseif $discussion is 3>>
<<vnline damir>>Good man. Loyal. Good boss. Terrible poker player.<</vnline>>
<<elseif $discussion is 4>>
<<vnline damir>>Amazing. Beautiful land. Nice buildings. Pretty women. Best country on planet.<</vnline>>
<<vnline player>>Why did you leave it?<</vnline>>
<<vnline damir>>Terrible drivers. Like wild animals, made of steel.<</vnline>>
<<elseif $discussion is 5>>
<<vnline damir>>Personal. Thank you for help. Now, Mind own business.<</vnline>>
<</if>>
<<relationgain "damir">>
<<addhours 1>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator>>The moment you walk into the Den, your ears start ringing from the loud yelling. It bounces off the walls like it’s coming from every direction at once. Broken English mixes with vitriolic Russian just assaults your ears. You find the source pretty quickly. Damir is screaming into his phone like a man possessed. Raging about something that takes a moment of careful listening to even begin to understand.<</vnline>>
<<vnline damir onthephone>>You home now! Suka you listen to me! Come home! I see you with that mudak again I will- hello? HELLO? PIZDETS!<</vnline>>
<<vnline player>>You alright Damir?<</vnline>>
<<vnline damir>>You! I have job.<</vnline>>
<<vnline narrator>>Damir strides over to you without even answering your question. The scowl on his face is vengeful. Someone pissed him off and it is not looking good for them. <</vnline>>
<<vnline damir>>I need you to spy. My wife is cheating whore. You get me proof.<</vnline>>
<<vnline player>>I’ll do it if you want Damir, but are you sure you want to mix me up in your personal life? It’s not usually smart to mix personal with business.<</vnline>>
<<vnline narrator>>Damir takes a deep breath and speaks to you much more calmly and directly now.<</vnline>>
<<vnline damir>>It not matter. I need someone good. You do good work. You do this for me. I pay you five grand. I not hold anything against you. I swear.<</vnline>>
<<vnline player>>Alright, if you’re sure. Just tell me where to find her. I’ll see if anything interesting happens.<</vnline>>
<<vnline damir>>You are good man. She goes to trainer’s house. Residential district. Wealthy part of town. I will send you address.<</vnline>>
<<vnline player>>She has a personal trainer? And she goes to his house to do the workouts? Yeah I would be suspicious of that too.<</vnline>>
<<vnline damir>>EXACTLY! Mina always say, I just jealous. Yes I jealous! She in other man’s home!<</vnline>>
<<vnline player>>That’s her name? Mina?<</vnline>>
<<vnline damir>>Yes. Mina, has brown hair. And uh, how you say, big booty.<</vnline>>
<<vnline narrator>>He makes a groping gesture with his hands to try and convey his point. You can’t help but chuckle at it.<</vnline>>
<<vnline player>>Got it. Text me the address and I’ll see what’s going on. Be prepared for the worst, but hope for the best. You never know, she might be telling the truth. It might just be personal training.<</vnline>>
<<vnline damir>>I hope you correct.<</vnline>>
<<vnline narrator key:damirrequest>>With that you head out of the Den. You should hurry over to the Residential District. The sooner you go the better chance you’ll have of potentially catching them in the act. If there is an act to catch them in.<</vnline>>
<<vnactionsat "damirrequest">>
[[Leave|Slums][$scene to 0;$opportunities.druglord.damirrequest to 1]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<if $opportunities.druglord.allies.includes("Mina")>>
<<vndialogbox>>
<<vnline narrator key:facevitalyy>>The fight is over. You take one final look around to make sure the coast is clear. Damir is nowhere to be found. It’s not clear what she did, but it seems like Mina followed through on her end. With no Damir, that is one major roadblock removed between you and your goal. The stairway is clear. You walk up it and stand just outside the office door. The same office you’ve been in several times now. You hear shuffling coming from the other side. Vitalyy is in there. It’s time to finish this.<</vnline>>
<<vnactionsat "facevitalyy">>
[[Face Vitalyy|dealwithdamir][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $opportunities.druglord.minachoice is 1 && $chars.damir.relation gte 65>>
<<vndialogbox>>
<<vnline damir>>Stop.<</vnline>>
<<vnline narrator>>You don’t know where Damir was during the shootout, but he’s here now. Standing between you and the stairs that will lead you to Vitalyy.<</vnline>>
<<vnline player>>Please don’t get in my way Damir. You’re a good man, who doesn’t deserve the struggles that you’ve gone through. Vitalyy betrayed me. You know I can’t let that slide.<</vnline>>
<<vnline damir>>You help me with whore ex-wife. You, there for me. Tell no one else, be honest to me, and be good person when speaking. I not stop you anymore. That is my thanks to you.<</vnline>>
<<vnline player>>You never need to thank me for treating you right Damir. It’s just how a person should treat others. With loyalty, and respect. Vitalyy broke that, and I’d like you to help me punish him for that.<</vnline>>
<<vnline narrator>>Damir shakes his head.<</vnline>>
<<vnline damir>>I let you by. But, Vitalyy is my comrade twenty-three years. He never betray me. I not betray him.<</vnline>>
<<vnline narrator>>You nod to him in return.<</vnline>>
<<vnline player>>I understand. Thank you for letting me see this through.<</vnline>>
<<vnline narrator key:facevitalyy>>Damir steps aside and walks away. Leaving the Den, and likely this entire life behind him. The fight is over. The stairway is clear. You walk up it and stand just outside the office door. The same office you’ve been in several times now. You hear shuffling coming from the other side. Vitalyy is in there. It’s time to finish this.<</vnline>>
<<vnactionsat "facevitalyy">>
[[Face Vitalyy|dealwithdamir][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif ($opportunities.druglord.minachoice isnot 1 || $chars.damir.relation lt 65) && $opportunities.druglord.allies.includes("Nick")>>
<<vndialogbox>>
<<vnline damir>>Stop.<</vnline>>
<<vnline narrator>>You don’t know where Damir was during the shootout, but he’s here now. Standing between you and the stairs that will lead you to Vitalyy.<</vnline>>
<<vnline player>>Damir, Vitalyy betrayed me. You know I can’t let that slide. I don’t want to hurt you, but I will if I have to.<</vnline>>
<<vnline damir>>Traitor. Vitalyy is boss. If he says die, you die.<</vnline>>
<<vnline narrator>>Damir rushes at you. You draw your gun but he swings his hand, smacking it from your grip and tackling you to the ground. This is going to be an all out brawl. Damir sits on top of you. His right fist raised and ready to bring it down on your face. His hand is so large that it looks like he could punch right through your skull. You put your hands up to protect your face, waiting for the hit to land. But, it doesn’t. The weight on your chest suddenly disappears. You move your arms and see that Nick has entered the fray. He rammed into Damir and knocked him off you. The pair brawl on their own for a moment. And Damir is clearly winning. He grabbed Nick as the pair collided. Pulling him down and causing them to roll together. Damir is quick to his feet, the Russian moving faster and more powerfully than Nick can keep up with. As Nick tries to stand Damir kicks him in the face. Putting Nick into a daze as he lays on his back against the cold concrete floor. Damir sits on top of him, just as he was on top of you a moment ago. He wraps his hands around Nick’s neck and begins to squeeze. Nick struggles against his strength, unable to do anything to stop him no matter what he tries. Even going too far as trying to claw Damir’s eyes out is futile. But then suddenly, a shot rings out through the Den. Damir drops to the floor, dead. Nick gasps and looks over to where the shot came from. And he sees you standing there. With Damir distracted, you were able to retrieve your gun, and put an end to this threat.<</vnline>>
<<vnline nick>>Thanks… thanks…<</vnline>>
<<vnline narrator>>Nick says through coughs and labored breaths.<</vnline>>
<<vnline player>>Don’t mention it. You saved me twice now. It’s about time I returned the favor at least once.<</vnline>>
<<vnline nick>>About damn time is right!<</vnline>>
<<vnline narrator>>He says, as you both take a moment to laugh.<</vnline>>
<<vnline nick>>Go on, go on. Finish this my man. I’ll be here when you’re done.<</vnline>>
<<vnline narrator key:facevitalyy>>You nod to Nick before turning to face the now empty stairs. You walk up them and stand just outside the office door. The same office you’ve been in several times now. You hear shuffling coming from the other side. Vitalyy is in there. It’s time to finish this.<</vnline>>
<<vnactionsat "facevitalyy">>
[[Face Vitalyy|dealwithdamir][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif ($opportunities.druglord.minachoice isnot 1 || $chars.damir.relation lt 65) && $opportunities.druglord.allies.includes("Nick") isnot 1>>
<<vndialogbox>>
<<vnline damir>>Stop.<</vnline>>
<<vnline narrator>>You don’t know where Damir was during the shootout, but he’s here now. Standing between you and the stairs that will lead you to Vitalyy.<</vnline>>
<<vnline player>>Damir, Vitalyy betrayed me. You know I can’t let that slide. I don’t want to hurt you, but I will if I have to.<</vnline>>
<<vnline damir>>Traitor. Vitalyy is boss. If he says die, you die.<</vnline>>
<<vnline narrator key:facevitalyy>>Damir rushes at you. You draw your gun but he swings his hand, smacking it from your grip and tackling you to the ground. This is going to be an all out brawl. Damir sits on top of you. His right fist raised and ready to bring it down on your face. His hand is so large that it looks like he could punch right through your skull. The punch lands against your arms. And then another with his other hand. Each strike feeling more punishing than the last. They aren’t debilitating. But they hurt like hell. Feeling as if you’re being pressed into the concrete floor below you more and more with each strike. You won’t make it if you just keep taking these hits. He hits hard but he isn’t defending at all. He isn’t letting up with those hits though. If you try to hit back, you’re taking one to the face in the process. Without anyone able to help though, it’s what you have to do. His face is too broad and strong to be a good target. So you aim lower. Throwing a punch right at his groin. Both of your punches land at the same time. The sound of him howling in pain is the only thing you hear through the ringing in your ears. His punch lands over your right eye and smacks you into the floor below. To compare the feeling to being hit by a train would be to overestimate the train. You’re even a bit dazed by it. But it does give you an opening. Damir rolls off you, clutching his groin and laying in the fetal position on the ground. You roll over and crawl to your gun. Grabbing it, and rolling to aim it at Damir. He tries to stand, to get to you first. But with one pull of the trigger he drops. The back of his skull ejecting out as your shot lands right on his face. He plops to the floor with no further movement. Gone in an instant. You stand up and look around. There’s no one left standing in your way. The stairs are empty, and the path to Vitalyy is clear. You walk up them, shaking your head to clear the daze. It’s time to confront him. It’s time to finish this.<</vnline>>
<<vnactionsat "facevitalyy">>
[[Face Vitalyy|dealwithdamir][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline narrator>>You open the door and back away, assuming that Vitalyy would shoot the moment it swung open. But, nothing happens. The worry that Vitalyy fled begins to set in. But just before it can, you hear his voice ring out from inside the room.<</vnline>>
<<vnline vitalyy>>I’m unarmed. Come in.<</vnline>>
<<vnline narrator>>You peer in carefully, seeing that he’s telling the truth. You step in with your weapon drawn. Pointing it at him as you close the door behind you. His hands are up lazily. There is no fear on his face. He simply sits down at his desk, and slowly puts his hands down. Sighing, seemingly without a care in the world. <</vnline>>
<<vnline player>>You shouldn’t have tried to kill me.<</vnline>>
<<vnline vitalyy>>I wholeheartedly agree. I should have succeeded, in killing you.<</vnline>>
<<vnline player>>Why? What the fuck did I do to make you want to kill me? I’ve been with you for a while. Sold plenty of product. Took people out for the sake of you and this gang. It makes no sense!<</vnline>>
<<vnline vitalyy>>IT MAKES PERFECT SENSE!<</vnline>>
<<vnline narrator>>His normal composure shatters as his rages takes over for a moment. He takes a deep breath before continuing.<</vnline>>
<<vnline vitalyy>>Are you truly so naive? Do you think that I don’t know who you really are? Do you think I do not know who your father is?<</vnline>>
<<vnline player>>What does my father have to do with this?<</vnline>>
<<vnline vitalyy>>Everything!<</vnline>>
<<vnline narrator>>Vitalyy scans your face and his jaw drops with pure shock.<</vnline>>
<<vnline vitalyy>>You truly don’t know… Your father, took my brother from me. Killed him over a petty dispute, decades ago. I took my opportunity to take someone from him, someone that meant more.<</vnline>>
<<vnline player>>Revenge against my father? That’s the whole reason? If it was just something that petty why not kill me when we met? Why go through all of this, let me work for you this whole time just to kill me anyway?<</vnline>>
<<vnline vitalyy>>I did not know who you were when we met. And when I found out for certain, you were already part of the gang. It would have looked dishonorable, and shameful to kill one of my own men.<</vnline>>
<<vnline player>>So instead you waited until it was night time in the middle of a fire fight to take me out and pin it on someone else.<</vnline>>
<<vnline vitalyy>>Finally, your mind catches up with your surroundings.<</vnline>>
<<vnline player>>Congratulations then. You’ve managed to make an enemy out of two generations of my family. I never would have gone against you if you didn’t try to kill me.<</vnline>>
<<vnline vitalyy>>Do not moralize to me. The decision was made. And I would do it again. There are no regrets for my actions, only the results.<</vnline>>
<<vnline player>>Then there’s nothing more to say.<</vnline>>
<<vnline narrator key:vitalyydead>>With that, you pull the trigger. Vitalyy slumps back into the chair. He’s gone. You’ve won. Revenge isn’t as sweet, or as fulfilling as one hopes. But it’s enough. Enough to make your mind ease. Vitalyy and anyone loyal to him, are gone. And what’s left, belongs to you now. This gang took you in when you needed it. And now it’s yours to lead how you wish. But first things first, you need to clean this place up and get rid of the bodies left behind. After that, is up to you.<</vnline>>
<<vnmediaat "vitalyydead">>
[img["ressources/images/drugopportunity/vitalyydead.webp"]]
<</vnmediaat>>
<<vnline narrator key:takeouttrash>>Vitalyy is dead! The Gang is now yours! <<addhours 1>><<set $opportunities.druglord.dealwithdamir to 1>><<set $opportunities.druglord.vitalyybigscore to 3>><</vnline>>
<<vnactionsat "takeouttrash">>
[[Take out the trash|Slums][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $action is 1>>
<<vndialogbox>>
<<vnline narrator key:shootinggif>>It happens in seconds. You pull the gun from your waistband and aim it at Dimon. He is too shocked to even react. With a few quick pulls of the trigger, he drops. Dimon is dead, and taken care of.<</vnline>>
<<vnmediaat "shootinggif">>
<video autoplay muted loop src="ressources/gifs/drugopportunity/shootinggif.mp4" ></video>
<</vnmediaat>>
<<vnline narrator>>You put the gun away quickly and look over at Kaito and Julio.<</vnline>>
<<vnline player>>You two, clean this up and get rid of him. I need to go let Damir know that this is taken care of.<</vnline>>
<<vnline narrator key:dimonaccusationleave>>They both silently nod. Looking frightened at having just witnessed the death of someone they had spent so much time with. Fear like that will have their loyalty assured though. You turn and leave. It’s time to report back that the job is done.<</vnline>>
<<vnactionsat "dimonaccusationleave">>
<div class="action-link alt">[[Leave|Beach]]</div>
<</vnactionsat>>
<<addhours 1>>
<</vndialogbox>>
<<elseif $action is 2>>
<<vndialogbox>>
<<vnline player>>Listen very carefully Dimon. You are going to go home, pack up your shit, and leave the city. If I or Vitalyy ever catch wind of you being around here again, it won’t be good for you. This is your one and only warning.<</vnline>>
<<vnline dimon>>Shit, man. I promise you that you’re wrong. But thanks for letting me go. You won’t hear from me again.<</vnline>>
<<vnline player key:lettingthemfleegif>>Good.<</vnline>>
<<vnmediaat "lettingthemfleegif">>
<video autoplay muted loop src="ressources/gifs/drugopportunity/lettingthemfleegif.mp4" ></video>
<</vnmediaat>>
<<vnline narrator key:dimonaccusationleave>>Dimon leaves quickly, jogging away disappearing in the distance. You hope for his own sake, that he doesn’t make a mistake like this again, wherever he goes. You nod to Julio and Kaito before leaving. It’s time to report back that the job is done.<</vnline>>
<<vnactionsat "dimonaccusationleave">>
<div class="action-link alt">[[Leave|Beach]]</div>
<</vnactionsat>>
<<addhours 1>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnactions>>
<div class="action-link alt">[[Leave|Beach]]</div>
<div class="action-link">[[One more question|DimonBeach]]</div>
<</vnactions>>
<<if $question is 1>>
<<vnline dimon>>At my Mom’s house, man. She had family dinner that night. My whole family can vouch for me.<</vnline>>
<<elseif $question is 2>>
<<vnline dimon>>No one. Well, I told my boy Rico that I might have more stuff to sell after that day. But I didn’t tell him why.<</vnline>>
<<elseif $question is 3>>
<<vnline dimon>>Yesterday, man. Cops always harass us around here. It’s at least once a week I get stopped by somebody.<</vnline>>
<<elseif $question is 4>>
<<vnline dimon>>They probably got bugs around here, man. I bet they listening to everything we saying. Even right now.<</vnline>>
<<elseif $question is 5>>
<<vnline dimon>>I trust my guys here. Kaito is serious, and Julio got kids, man. They ain’t taking the risk I don’t think.<</vnline>>
<<elseif $question is 6>>
<<vnline dimon>>Always, man. That’s the only time he sells. Never told me why though. Always solo too.<</vnline>>
<<elseif $question is 7>>
<<vnline dimon>>I can’t tell you, man. He never tells us his spot. I think he doesn’t wanna give away some super good spot he has.<</vnline>>
<</if>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline emilia key:questions>>How can I help you?<</vnline>>
<<vnactionsat "questions">>
[[Why do you like twerking so much?|emilia_questions][$scene to 1]]
[[Why do you work at the Daily Grind?|emilia_questions][$scene to 2]]
[[What drew you to dancing?|emilia_questions][$scene to 3]]
[[You seem tense sometimes, are you okay?|emilia_questions][$scene to 4]]
<<if $chars.emilia.objectives.stage_two.completed is true>>[[How are you feeling since you got kicked out of the dance program?|emilia_questions][$scene to 5]]<</if>>
<</vnactionsat>>
<</vndialogbox>>
<<setCharLocationClass "emilia">>
<</nobr>><<nobr>>
<<set _currenthousing to getCurrentHousing()>>
<<set _bg to _currenthousing + "-bedroom">>
<<if $scene is 0>>
<<setCharLocationClass "emilia">>
<<elseif $scene is 1>>
<<addclass "body" "nightclubdance">>
<<removeclass "body" "downtown-nightwalk">>
<<elseif $scene is 2>>
<<addclass "body" "downtown-nightwalk">>
<<removeclass "body" "nightclubdance">>
<<removeclass "body" _bg>>
<<elseif $scene gte 3>>
<<addclass "body" _bg>>
<<removeclass "body" "downtown-nightwalk">>
<</if>>
<<set $chars.emilia.date_count to $chars.emilia.date_count + 1>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline emilia>>Yeah! I got time. Let's go to the club!<</vnline>>
<<vnline player>>Sounds great! Let's try not to get thrown out this time though.<</vnline>>
<<vnline narrator>>Emilia playfully smacks your arm.<</vnline>>
<<vnline emilia>>Stop teasing me about that! That was her fault!<</vnline>>
<<vnline narrator>>You laugh as you wrap your arm around her shoulders, walking along with her down the street.<</vnline>>
<<vnline player key:continue>>I know, I know. Just teasing.<</vnline>>
<<vnactionsat "continue">>
[[Continue|emilia_date][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline narrator>>It's a quick trip to the club. The line is long but moves quickly. And before you know it, you're on the dance floor with Emilia again. She shakes and moves to the music, letting you hold onto her waist and groove with her in rhythm.<</vnline>>
<<vnmediaat "emilia_date_twerk">>
<video src="ressources/chars/emilia/videos/dates/emilia_date_twerk.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnline narrator>>Getting a few drinks in you makes it easier to dance. Those inhibitions go out the window and you can move without thinking. Bumping and grinding to the beat until you're ready to head out for the night. <</vnline>>
<<vnline narrator>>Your ears would thank you if they could once you're out of the night club. It's nowhere near as loud outside. And you don't have to yell to get Emilia's attention. Or anyone else's for that matter. <</vnline>>
<<vnline emilia key:emilia_date_choice>>I fucking love dancing!<</vnline>>
<<vnactionsat "emilia_date_choice">>
<<if $chars.emilia.objectives.stage_four.completed is 1>>[[Invite her to your place|emilia_date][$scene to 3]]<<else>>Complete the stage four of her quest to be able to invite her back to your place<</if>>
[[Wish her a good night|emilia_date][$scene to 2]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline player>>This was great. We should do this more often.<</vnline>>
<<vnline emilia>>Yeah we should! I wish I didn't need to sleep! We could dance all night!<</vnline>>
<<vnline player>>You don't sleep that much anyways.<</vnline>>
<<vnline narrator>>Emilia playfully hits your arm.<</vnline>>
<<vnline emilia>>You're lucky I'm going home. Otherwise I'd roast you all night!<</vnline>>
<<vnline narrator key:emilia_date_goodnight_end>>As you part ways, It seems like Emilia gives you one last longing look. As if she wants more. Maybe next time you can offer it. <<relationgain "emilia">> <<addhours 1>><</vnline>>
<<vnactionsat "emilia_date_goodnight_end">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<galleryUnlock "emilia" "date">>
<<vndialogbox>>
<<vnline player>>Wanna come by my place?<</vnline>>
<<vnline emilia>>About time you asked! Let's go!<</vnline>>
<<vnline narrator key:emilia_date_blowjob>>It doesn't take long from when you show up back at your home, to when Emilia is on top of you. Pulling your pants off and taking your dick into her mouth.<</vnline>>
<<vnmediaat "emilia_date_blowjob">>
<video src="ressources/chars/emilia/videos/dates/blowjob.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnactionsat "emilia_date_blowjob">>
[[Continue|emilia_date][$scene to 4]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnmediaat "emilia_date_facial">>
<video src="ressources/chars/emilia/videos/dates/facial.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnline narrator key:emilia_date_facial>>You unload all over her face after a long passionate session.<</vnline>>
<<vnline emilia>>Fuck me, dude. I feel more worn out than most of my dance classes used to make me.<</vnline>>
<<vnline player>>I'm pretty sure I did just fuck you.<</vnline>>
<<vnline narrator>>She playfully hits your arm.<</vnline>>
<<vnline emilia>>Shut uuuup you're so corny!<</vnline>>
<<vnline narrator key:emilia_date_end>>You share a laugh with her. Then settle in and relax for a while. Hopefully you'll have the time to take Emilia out again soon. Time with her is always special. Even better now that she can make so much for things like this. <<relationgain "emilia">> <<addhours 1>><</vnline>>
<<vnactionsat "emilia_date_end">>
[[Time to go to sleep|Sleep][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline player>>Hey! Are you busy? Wanna go for a walk together and get some food? <<setCharLocationClass "emilia">> <<removeclass "body" "downtown-daywalk">><</vnline>>
<<vnline emilia>>Is this another date? Or do you need company?<</vnline>>
<<vnline narrator>>She gives you a snarky look when she asks that. She clearly wants you to be more direct.<</vnline>>
<<vnline player>>If I'm out with you, I think of it as a date anyway. So yeah, go out on a date with me.<</vnline>>
<<vnline emilia>>That's better! Let's go! <<removeclass "body" "downtown-daywalk">><</vnline>>
<<vnline narrator>>She takes your hand and skips along as she leads you away. Not long after you're walking side by side along the sidewalk. She interlocks her hand with yours, the warmth of her hand filling your palm. The first couple blocks are silent. Just enjoying one another's presences at first. But eventually it becomes obvious that you're walking without a destination. <<removeclass "body" "loc-emilias-apartment">><<addclass "body" "downtown-daywalk">><</vnline>>
<<vnline player>>So where do you want to eat?<</vnline>>
<<vnline emilia>>I don't know. You pick. Wherever is fine.<</vnline>>
<<vnline narrator>>Everyone has heard this one before. The dance of where to eat dinner. Where she doesn't know what she wants, but she knows everything she doesn't want.<</vnline>>
<<vnline player>>How about we just hit a food truck then? We're bound to pass one while we walk.<</vnline>>
<<vnline emilia>>That sounds good.<</vnline>>
<<vnline narrator>>Her agreement is nothing short of shocking. She's so calm and easy going right now that it's kind of shocking. <</vnline>>
<<vnline player>>Is everything going well? I know you must be really disappointed about the ballet program.<</vnline>>
<<vnline emilia>>Actually, I'm relieved at this point. I went through five stages of anger instead of grief. But, without Ballet I have so much more free time. I actually sleep normal. It's been so great.<</vnline>>
<<vnline player>>That's good to hear. So you don't miss it at all?<</vnline>>
<<vnline emilia>>Of course I miss parts of it. It is my dream. I wanna dance. But it was killing me. If I was still in the program I would probably be there right now. And I'm so much happier that I'm here with you.<</vnline>>
<<vnline player>>I am too. That's a bit selfish of me to say, isn't it?<</vnline>>
<<vnline emilia>>If I didn't say it first, it would be. Big time!<</vnline>>
<<vnline narrator>>The first food truck that you run into is a pretty standard one. Selling hot dogs, burgers, fries, and the like. You order a hot dog and a burger for both of you. The man hands the food to Emilia while you pay. But since she's a bit short, as he leans out the window of the food truck, he slips a bit. The food flies from his hands and covers Emilia in condiments and meat juices. You prepare yourself to hear her scream and curse the guy out. But as he is emphatically apologizing, she just starts to chuckle.<</vnline>>
<<vnline emilia>>No, no it's okay! It was an accident. Can I just get a fuck ton of napkins?<</vnline>>
<<vnline narrator>>You grab a handful of napkins and help Emilia clean herself up as they remake the food. Luckily her outfit is a bit revealing, so there is less fabric to stain. This time you grab the food they hand to you to prevent a repeat of that accident. Handing her her food as you both walk along to find a place to sit and eat. It's amazing to see how much taking away the stress of her classes has helped her. When you first met her, she would have gone on a tirade berating that guy. But now she's just laughing it off like it was nothing. It's hard not to just look at her while you talk and eat together. It's an amazing feeling to see her at her stress free and happy state.<</vnline>>
<<vnline emilia>>Why are you staring at me, weirdo? Oh, do I have mustard on my cheek?<</vnline>>
<<vnline player>>No, you're fine. I'm just really happy to see you like this. No stress, no worries, and more free time. They're good looks on you.<</vnline>>
<<vnline emilia>>It's a good look on you, to notice how good I look.<</vnline>>
<<vnline player>>With how much of that I notice, I must be gorgeous!<</vnline>>
<<vnline emilia>>Almost as gorgeous as me.<</vnline>>
<<vnline narrator key:emilia_s_apartment>>The playful teasing continues. What starts off as just compliments and comments, grows into your hand on her thigh. Then before you know it, you're headed back to her place. And you can't quite keep your hands off each other.<</vnline>>
<<vnactionsat "emilia_s_apartment">>
[[Head to Emilia's|emilia_gallery1][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<setCharLocationClass "emilia">> <<removeclass "body" "downtown-daywalk">>
<<vndialogbox>>
<<vnline narrator key:emilia_pov_blowjob>>There aren't many more words shared once you're at Emilia's apartment. It's mostly looks, passionate kissing, and sensual groping. Moving along through towards her bedroom. She climbs on top of you while you lay on the bed. Holding your face as she kisses you. Only pulling away as she gradually moves her way down and begins to pull open your pants. She grabs your cock and strokes it slowly. Letting it get hard before taking it into her mouth. Your eyes lock with hers. Transfixed on each other in the moment of passion.<</vnline>>
<<vnmediaat "emilia_pov_blowjob">>
<video src="ressources/chars/emilia/videos/stagethree/blowjob.mp4" autoplay controls loop></video>
<</vnmediaat>>
<<vnactions>>
[[Continue|emilia_gallery1][$scene to 2]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator key:emilia_cum_in_mouth>>She doesn't stop sucking until she feels your load flowing out onto her tongue. She plays with it in her mouth for a moment before swallowing every drop. Even opening her mouth to show you.<</vnline>>
<<vnmediaat "emilia_cum_in_mouth">>
<video src="ressources/chars/emilia/videos/stagethree/facial.mp4" autoplay controls loop></video>
<</vnmediaat>>
<<vnactionsat "emilia_cum_in_mouth">>
[[Return to Emilia's gallery|Gallery]
[$galleryCharacter to "emilia";
$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<setCharLocationClass "emilia">>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline player>>Emilia! I have some great news!<</vnline>>
<<vnline narrator>>Emilia stands up from her seat and looks at you, sharing your excitement even though she doesn't seem to have any clue what she is excited about.<</vnline>>
<<vnline emilia>>What is it?!?<</vnline>>
<<vnline player>>I got you back into the dance program!<</vnline>>
<<vnline narrator>>Her eyes go wide as she processes what you're telling her.<</vnline>>
<<vnline emilia>>What? But, how? Thank you I mean but HOW?<</vnline>>
<<vnline player>>I worked it out with your teacher. She really emphasized that this is your last chance. But she agreed to let you come back!<</vnline>>
<<vnline emilia>>Oh my god that's the kindest thing ever! Thank you. Thank you!<</vnline>>
<<vnline narrator key:blowjob>>Emilia practically launches herself at you. Kissing you passionately. Completely unable to hold back from throwing herself at you as she frantically starts to undress. The joy of the moment taking over. Letting her emotions drive her. Throwing herself at you, whether it's as thanks or just her finally letting go of all reservations, it's impossible to say. All that can be said is that before you know it, you're laying on your back on her couch, and her mouth is wrapped around your shaft.<</vnline>>
<<vnactionsat "blowjob">>
[[Take things further|emilia_gallery2][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<galleryUnlock "emilia" "stage_four">>
<<vndialogbox>>
<<vnline key:blowjob>><</vnline>>
<<vnmediaat "blowjob">>
<video src="ressources/chars/emilia/videos/stagefour/blowjob.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnactions>>
[[Cowgirl|emilia_gallery2][$scene to 2]]
[[Doggy|emilia_gallery2][$scene to 3]]
[[On her knees|emilia_gallery2][$scene to 4]]
[[Reverse cowgirl|emilia_gallery2][$scene to 5]]
[[Facial - end scene|emilia_gallery2][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline key:blowjob>><</vnline>>
<<vnmediaat "blowjob">>
<video src="ressources/chars/emilia/videos/stagefour/cowgirl.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|emilia_gallery2][$scene to 1]]
[[Doggy|emilia_gallery2][$scene to 3]]
[[On her knees|emilia_gallery2][$scene to 4]]
[[Reverse cowgirl|emilia_gallery2][$scene to 5]]
[[Facial - end scene|emilia_gallery2][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnline key:blowjob>><</vnline>>
<<vnmediaat "blowjob">>
<video src="ressources/chars/emilia/videos/stagefour/doggy.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|emilia_gallery2][$scene to 1]]
[[Cowgirl|emilia_gallery2][$scene to 2]]
[[On her knees|emilia_gallery2][$scene to 4]]
[[Reverse cowgirl|emilia_gallery2][$scene to 5]]
[[Facial - end scene|emilia_gallery2][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnline key:onknees>><</vnline>>
<<vnmediaat "onknees">>
<video src="ressources/chars/emilia/videos/stagefour/onknees.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|emilia_gallery2][$scene to 1]]
[[Cowgirl|emilia_gallery2][$scene to 2]]
[[Doggy|emilia_gallery2][$scene to 3]]
[[Reverse cowgirl|emilia_gallery2][$scene to 5]]
[[Facial - end scene|emilia_gallery2][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnline key:reversecowgirl>><</vnline>>
<<vnmediaat "reversecowgirl">>
<video src="ressources/chars/emilia/videos/stagefour/revcowgirl.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|emilia_gallery2][$scene to 1]]
[[Cowgirl|emilia_gallery2][$scene to 2]]
[[Doggy|emilia_gallery2][$scene to 3]]
[[On her knees|emilia_gallery2][$scene to 4]]
[[Facial - end scene|emilia_gallery2][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<vndialogbox>>
<<vnmediaat "emilia_facial">>
<video src="ressources/chars/emilia/videos/stagefour/facial.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnline narrator key:emilia_facial>>You unload all over Emilia's face. Falling back onto the couch again, breathing heavy after. Feeling completely drained, and very well satisfied. It actually takes you a moment or two to catch your breath and rest. When you do, you notice how deep in thought Emilia seems to be.<</vnline>>
<<vnactionsat "emilia_facial">>
[[Return to Emilia's gallery|Gallery]
[$galleryCharacter to "emilia";
$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<set _currenthousing to getCurrentHousing()>>
<<set _bg to _currenthousing + "-bedroom">>
<<if $scene is 0>>
<<setCharLocationClass "emilia">>
<<elseif $scene is 1>>
<<addclass "body" "nightclubdance">>
<<removeclass "body" "downtown-nightwalk">>
<<elseif $scene is 2>>
<<addclass "body" "downtown-nightwalk">>
<<removeclass "body" "nightclubdance">>
<<removeclass "body" _bg>>
<<elseif $scene gte 3>>
<<addclass "body" _bg>>
<<removeclass "body" "downtown-nightwalk">>
<</if>>
<<set $chars.emilia.date_count to $chars.emilia.date_count + 1>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline emilia>>Yeah! I got time. Let's go to the club!<</vnline>>
<<vnline player>>Sounds great! Let's try not to get thrown out this time though.<</vnline>>
<<vnline narrator>>Emilia playfully smacks your arm.<</vnline>>
<<vnline emilia>>Stop teasing me about that! That was her fault!<</vnline>>
<<vnline narrator>>You laugh as you wrap your arm around her shoulders, walking along with her down the street.<</vnline>>
<<vnline player key:continue>>I know, I know. Just teasing.<</vnline>>
<<vnactionsat "continue">>
[[Continue|emilia_gallery3][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline narrator>>It's a quick trip to the club. The line is long but moves quickly. And before you know it, you're on the dance floor with Emilia again. She shakes and moves to the music, letting you hold onto her waist and groove with her in rhythm.<</vnline>>
<<vnmediaat "emilia_gallery3_twerk">>
<video src="ressources/chars/emilia/videos/dates/emilia_gallery3_twerk.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnline narrator>>Getting a few drinks in you makes it easier to dance. Those inhibitions go out the window and you can move without thinking. Bumping and grinding to the beat until you're ready to head out for the night. <</vnline>>
<<vnline narrator>>Your ears would thank you if they could once you're out of the night club. It's nowhere near as loud outside. And you don't have to yell to get Emilia's attention. Or anyone else's for that matter. <</vnline>>
<<vnline emilia key:emilia_gallery3_choice>>I fucking love dancing!<</vnline>>
<<vnactionsat "emilia_gallery3_choice">>
<<if $chars.emilia.objectives.stage_four.completed is 1>>[[Invite her to your place|emilia_gallery3][$scene to 3]]<<else>>Complete the stage four of her quest to be able to invite her back to your place<</if>>
[[Wish her a good night|emilia_gallery3][$scene to 2]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline player>>This was great. We should do this more often.<</vnline>>
<<vnline emilia>>Yeah we should! I wish I didn't need to sleep! We could dance all night!<</vnline>>
<<vnline player>>You don't sleep that much anyways.<</vnline>>
<<vnline narrator>>Emilia playfully hits your arm.<</vnline>>
<<vnline emilia>>You're lucky I'm going home. Otherwise I'd roast you all night!<</vnline>>
<<vnline narrator key:emilia_gallery3_goodnight_end>>As you part ways, It seems like Emilia gives you one last longing look. As if she wants more. Maybe next time you can offer it. <<relationgain "emilia">> <<addhours 1>><</vnline>>
<<vnactionsat "emilia_gallery3_goodnight_end">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<galleryUnlock "emilia" "date">>
<<vndialogbox>>
<<vnline player>>Wanna come by my place?<</vnline>>
<<vnline emilia>>About time you asked! Let's go!<</vnline>>
<<vnline narrator key:emilia_gallery3_blowjob>>It doesn't take long from when you show up back at your home, to when Emilia is on top of you. Pulling your pants off and taking your dick into her mouth.<</vnline>>
<<vnmediaat "emilia_gallery3_blowjob">>
<video src="ressources/chars/emilia/videos/dates/blowjob.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnactionsat "emilia_gallery3_blowjob">>
[[Continue|emilia_gallery3][$scene to 4]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnmediaat "emilia_gallery3_facial">>
<video src="ressources/chars/emilia/videos/dates/facial.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnline narrator key:emilia_gallery3_facial>>You unload all over her face after a long passionate session.<</vnline>>
<<vnline emilia>>Fuck me, dude. I feel more worn out than most of my dance classes used to make me.<</vnline>>
<<vnline player>>I'm pretty sure I did just fuck you.<</vnline>>
<<vnline narrator>>She playfully hits your arm.<</vnline>>
<<vnline emilia>>Shut uuuup you're so corny!<</vnline>>
<<vnline narrator key:emilia_gallery3_end>>You share a laugh with her. Then settle in and relax for a while. Hopefully you'll have the time to take Emilia out again soon. Time with her is always special. Even better now that she can make so much for things like this. <</vnline>>
<<vnactions>>
[[Return to Emilia's gallery|Gallery]
[$galleryCharacter to "emilia";
$scene to 0]]
<</vnactions>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline emilia>>Welcome to the Daily Grind, what can I get you?<</vnline>>
<<vnline narrator>>The girl at the counter is shockingly cute for your average barista. And you can tell from behind the counter that her ass is pretty big too. It takes some effort to not look right at it. Her name tag is decorated enough to draw some attention instead. You read that her name is 'Emilia'. <</vnline>>
<<vnline player>>Large coffee, one cream one sugar please.<</vnline>>
<<vnline emilia>>Coming right up! I just need a name. We can call you when it's ready.<</vnline>>
<<vnline player>>Sure, it's <<print $chars.player.firstName>>.<</vnline>>
<<vnline emilia>>Okay, that'll be $2.50. And I'll call your name when it's ready, <<print $chars.player.firstName>>.<</vnline>>
<<vnline narrator>>She gives you a look as she says your name. One that says more than words could. Clearly showing some interest in you before she heads back to make your drink. You scan your card to pay in the meantime, getting a quick look at her ass in her jeans while she is turned around.<</vnline>>
<<vnline narrator>>It isn't a very long wait. A simple coffee with one cream and one sugar doesn't take nearly as long as some of the drinks that coffee shops have on the menu these days. In just a few minutes, she is calling your name again.<</vnline>>
<<vnline emilia>><<print $chars.player.firstName>>, coffee for <<print $chars.player.firstName>>.<</vnline>>
<<vnline narrator>>She places the cup on the part of the counter meant for pick up. As you're headed up though, another guy steps in front of you and reaches for your cup.<</vnline>>
<<vnline player>>Excuse me, that's mi-<</vnline>>
<<vnline "rude customer">>Not now dude, I'm busy.<</vnline>>
<<vnline narrator>>Everything about this guy reeks of entitlement and self importance. His demeanor is rude and flat out disrespectful. <</vnline>>
<<vnline "rude customer">>Excuse me! This is not what I ordered!<</vnline>>
<<vnline narrator>>Emilia steps up to the counter and looks at the guy with a pretty polite face. But something behind it is boiling up.<</vnline>>
<<vnline emilia>>That's because it isn't your order. It's his.<</vnline>>
<<vnline narrator>>She points at you when she says that. The guy doesn't even look at you when she does.<</vnline>>
<<vnline "rude customer">>Then why did you call my name?<</vnline>>
<<vnline emilia>>Is your name <<print $chars.player.firstName>>?<</vnline>>
<<vnline "rude customer">>No? That's a stupid question.<</vnline>>
<<vnline emilia>>WELL THAT'S THE NAME I FUCKING CALLED YOU IDIOTA!<</vnline>>
<<vnline "rude customer">>Excuse me? I don't care what name you called. I ordered first, why is he getting his order before me?<</vnline>>
<<vnline player>>You just said that you heard your name called.<</vnline>>
<<vnline narrator>>He turns to you, looks and speaks to you like you're a fan of his that is bugging him or something.<</vnline>>
<<vnline "rude customer">>Listen buddy I just don't have time for you right now, okay?<</vnline>>
<<vnline narrator>>Then he turns back to Emilia.<</vnline>>
<<vnline "rude customer">>You're really unprofessional. I'm leaving a terrible review.<</vnline>>
<<vnline emilia>>I'm a minimum wage employee at a fucking coffee shop. YOU THINK I GIVE A DAMN? GET THE FUCK OUT!<</vnline>>
<<vnline narrator>>The rude guy scoffs and stomps out like a toddler. You can't help but chuckle at his expense while you walk up to grab your coffee.<</vnline>>
<<vnline player>>You sure showed him.<</vnline>>
<<vnline emilia>>Yeah. I hate when people act like that. I can't wait to be out of this job.<</vnline>>
<<vnline player>>You have some good lungs on you. Maybe think about doing something with that.<</vnline>>
<<vnline emilia>>Maybe. I have a plan though. Thanks. Have a good one, <<print $chars.player.firstName>>.<</vnline>>
<<vnline narrator key:emilia_intro_end>>She winks at you before going back to work. You take a sip of your coffee as you head out. And notice that Emilia wrote her phone number on your cup. Makes more sense why she was so rough with that customer. She probably didn't want this ending up in anyone else's hands. <<relationgain "emilia">><<addhours 1>> <</vnline>>
<<vnactionsat "emilia_intro_end">>
[[Leave|Coffee Shop][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnactions>>
<div class="alt link"> <<link "Leave" "CityMap">><<set $scene to 0>><<relationgain "emilia">>
<<addhours 1>><</link>></div>
<</vnactions>>
<<if $scene is 1>>
<<vnline emilia>>It’s fun! Besides, if my ass is gonna be this fat, I might as well use it.<</vnline>>
<<elseif $scene is 2>>
<<vnline emilia>>I need a job, duh.<</vnline>>
<<vnline player>>I meant why here instead of somewhere else.<</vnline>>
<<vnline emilia>>Oh! Well, I drink a lot of coffee. So the discount helps. Plus it isn’t far from my place.<</vnline>>
<<elseif $scene is 3>>
<<vnline emilia>>I can’t stand being still for too long. I usually have a lot of energy. So if I don’t burn it I go NUTS!<</vnline>>
<<elseif $scene is 4>>
<<vnline player>>You seem tense sometimes, are you okay?<</vnline>>
<<vnline emilia>>I’m FINE! I don’t get why people always ask me that.<</vnline>>
<<elseif $scene is 5>>
<<vnline player>>How are you feeling since you got kicked out of the dance program?<</vnline>>
<<vnline emilia>>It sucks! But I’m making do. Thanks for checking in with me, <<print $chars.player.firstName>>. It means a lot.<</vnline>>
<</if>>
<</vndialogbox>>
<<setCharLocationClass "emilia">>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<galleryUnlock "emilia" "stage_four">>
<<vndialogbox>>
<<vnline narrator>>Following the classical music brings you right to the dance hall. Inside the room you see a hardwood floor, mirrors on the walls with rails to balance on. In the far back of the room is a door leading to an office. That's where the music is coming from. A sign on the wall near you says no sneakers on the wood. And you have no ballet shoes. <</vnline>>
<<vnline player>>Hello? Can I speak with you for a moment?<</vnline>>
<<vnline narrator key:actions>>Calling out for them isn't going to work. The music is way too loud. You're gonna have to get into the room to speak with her.<</vnline>>
<<vnactionsat "actions">>
[[Walk on the wood anyway|emilia_stage_four][$scene to 1]]
[[Take the shoes off|emilia_stage_four][$scene to 2]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline narrator>>You aren't in the class. It doesn't matter what you do. You just walk along the floor, heading to the office and knocking on the door. Opening it shortly after to see an older woman sitting at a small desk. She turns to you, pulls a pair of reading glasses off her face and sizes you up very quickly.<</vnline>>
<<vnline "Ballet instructor">>You are not one of my students. You don't have the balance for it and you clearly have difficulty reading. Why are you here?<</vnline>>
<<vnline player>>Right now I'm trying to push pass that insult.<</vnline>>
<<vnline "Ballet instructor">>Push past it, wallow in it, it makes no difference to me. Just don't waste my time.<</vnline>>
<<vnline player>>I wanted to ask if you'd consider letting Emilia Cortez back into the program.<</vnline>>
<<vnline narrator>>The instructor giggles haughtily. <</vnline>>
<<vnline "Ballet instructor" key:try_to_convince_her>>That girl is nothing short of a time bomb. At her best she is a barely talented nuisance. Why on earth would I even consider doing such a thing?<</vnline>>
<<vnactionsat "try_to_convince_her">>
[[Try to convince her|emilia_stage_four][$scene to 3;$chances to 30]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator>>Respecting the sign, you slip your shoes off and leave them at the door. Your socks make it tough to walk across the well waxed floor. But you make due as you reach the other side. Once you reach it, you knock on the door. Opening it shortly after to see an older woman sitting at a small desk. She turns to you, pulls a pair of reading glasses off her face and sizes you up very quickly.<</vnline>>
<<vnline "Ballet instructor">>You are not one of my students. You don't have the balance for it. At least you seem to know how to read. Why are you here?<</vnline>>
<<vnline player>>Right now I'm trying to push pass that insult.<</vnline>>
<<vnline "Ballet instructor">>Push past it, wallow in it, it makes no difference to me. Just don't waste my time.<</vnline>>
<<vnline player>>I wanted to ask if you'd consider letting Emilia Cortez back into the program.<</vnline>>
<<vnline narrator>>The instructor giggles haughtily. <</vnline>>
<<vnline "Ballet instructor" key:try_to_convince_her>>That girl is nothing short of a time bomb. At her best she is a barely talented nuisance. Why on earth would I even consider doing such a thing?<</vnline>>
<<vnactionsat "try_to_convince_her">>
[[Try to convince her|emilia_stage_four][$scene to 3;$chances to 50]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<set _chances to $chances + $chars.player.charisma * 5>>
<<set _luck to random(0,100)>>
<<if _luck lte _chances>> <<set _pass to 1>> <<else>> <<set _pass to 0>><</if>>
<<set $chars.emilia.objectives.stage_four.steps.step_one.completed to 1>>
<<if _pass is 1>>
<<vnline player>>She paid to be part of the program. She worked tirelessly to keep up with it. And she's a damned good dancer. I know she is, I've seen her dance plenty. She was so rude to you, because the program and dealing with a job was really stressful.<</vnline>>
<<vnline "Ballet instructor">>Then she clearly can't handle the pressure of this industry.<</vnline>>
<<vnline player>>Maybe, maybe not. But if should be her choice to take that on or not. She should be the one to decide how much stress she takes on.<</vnline>>
<<vnline narrator>>She looks at you skeptically for a moment. Tapping a pen on her desk, clearly weighing the options.<</vnline>>
<<vnline "Ballet instructor">>Very well. I will allow her back. But make sure she is well aware that another comment about my choices in performances, will be the final straw.<</vnline>>
<<vnline player>>Will do. Thank you, I appreciate it.<</vnline>>
<<vnline narrator key:leave>>She nods curtly and shoes you away. Her rudeness doesn't matter much now. You got what you came here for. Now to tell Emilia the good news!<</vnline>>
<<else>>
<<vnline player>>She paid to be part of the program. She worked tirelessly to keep up with it. And she's a damned good dancer. I know she is, I've seen her dance plenty. She was so rude to you, because the program and dealing with a job was really stressful.<</vnline>>
<<vnline "Ballet instructor">>Then she clearly can't handle the pressure of this industry.<</vnline>>
<<vnline player>>Maybe, maybe not. But if should be her choice to take that on or not. She should be the one to decide how much stress she takes on.<</vnline>>
<<vnline narrator>>She looks at you skeptically for a moment. Tapping a pen on her desk, clearly weighing the options. <</vnline>>
<<vnline "Ballet instructor">>Hmm, no. I can't just take her back. It would undermine my authority. And frankly I would not benefit at all from doing so.<</vnline>>
<<vnline player>>How about five hundred bucks to take her back then?<</vnline>>
<<vnline narrator>>She raises an eyebrow.<</vnline>>
<<vnline "Ballet instructor">>Very well. At least I'll have something I'm gaining for this. I will allow her back. But make sure she is well aware that another comment about my choices in performances, will be the final straw. No further bribes of yours will be sufficient.<</vnline>>
<<vnline player>>I get it, thank you, I appreciate it.<</vnline>>
<<vnline narrator key:leave>>She nods curtly and shoes you away. Her rudeness doesn't matter much now. You got what you came here for. Now to tell Emilia the good news!<</vnline>>
<</if>>
<<vnactionsat "leave">>
[[Leave|CityMap]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<setCharLocationClass "emilia">>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline player>>Emilia! I have some great news!<</vnline>>
<<vnline narrator>>Emilia stands up from her seat and looks at you, sharing your excitement even though she doesn't seem to have any clue what she is excited about.<</vnline>>
<<vnline emilia>>What is it?!?<</vnline>>
<<vnline player>>I got you back into the dance program!<</vnline>>
<<vnline narrator>>Her eyes go wide as she processes what you're telling her.<</vnline>>
<<vnline emilia>>What? But, how? Thank you I mean but HOW?<</vnline>>
<<vnline player>>I worked it out with your teacher. She really emphasized that this is your last chance. But she agreed to let you come back!<</vnline>>
<<vnline emilia>>Oh my god that's the kindest thing ever! Thank you. Thank you!<</vnline>>
<<vnline narrator key:blowjob>>Emilia practically launches herself at you. Kissing you passionately. Completely unable to hold back from throwing herself at you as she frantically starts to undress. The joy of the moment taking over. Letting her emotions drive her. Throwing herself at you, whether it's as thanks or just her finally letting go of all reservations, it's impossible to say. All that can be said is that before you know it, you're laying on your back on her couch, and her mouth is wrapped around your shaft.<</vnline>>
<<vnactionsat "blowjob">>
[[Take things further|emilia_stage_four_step_two][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<galleryUnlock "emilia" "stage_four">>
<<vndialogbox>>
<<vnline key:blowjob>><</vnline>>
<<vnmediaat "blowjob">>
<video src="ressources/chars/emilia/videos/stagefour/blowjob.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnactions>>
[[Cowgirl|emilia_stage_four_step_two][$scene to 2]]
[[Doggy|emilia_stage_four_step_two][$scene to 3]]
[[On her knees|emilia_stage_four_step_two][$scene to 4]]
[[Reverse cowgirl|emilia_stage_four_step_two][$scene to 5]]
[[Facial - end scene|emilia_stage_four_step_two][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline key:blowjob>><</vnline>>
<<vnmediaat "blowjob">>
<video src="ressources/chars/emilia/videos/stagefour/cowgirl.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|emilia_stage_four_step_two][$scene to 1]]
[[Doggy|emilia_stage_four_step_two][$scene to 3]]
[[On her knees|emilia_stage_four_step_two][$scene to 4]]
[[Reverse cowgirl|emilia_stage_four_step_two][$scene to 5]]
[[Facial - end scene|emilia_stage_four_step_two][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnline key:blowjob>><</vnline>>
<<vnmediaat "blowjob">>
<video src="ressources/chars/emilia/videos/stagefour/doggy.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|emilia_stage_four_step_two][$scene to 1]]
[[Cowgirl|emilia_stage_four_step_two][$scene to 2]]
[[On her knees|emilia_stage_four_step_two][$scene to 4]]
[[Reverse cowgirl|emilia_stage_four_step_two][$scene to 5]]
[[Facial - end scene|emilia_stage_four_step_two][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnline key:onknees>><</vnline>>
<<vnmediaat "onknees">>
<video src="ressources/chars/emilia/videos/stagefour/onknees.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|emilia_stage_four_step_two][$scene to 1]]
[[Cowgirl|emilia_stage_four_step_two][$scene to 2]]
[[Doggy|emilia_stage_four_step_two][$scene to 3]]
[[Reverse cowgirl|emilia_stage_four_step_two][$scene to 5]]
[[Facial - end scene|emilia_stage_four_step_two][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnline key:reversecowgirl>><</vnline>>
<<vnmediaat "reversecowgirl">>
<video src="ressources/chars/emilia/videos/stagefour/revcowgirl.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|emilia_stage_four_step_two][$scene to 1]]
[[Cowgirl|emilia_stage_four_step_two][$scene to 2]]
[[Doggy|emilia_stage_four_step_two][$scene to 3]]
[[On her knees|emilia_stage_four_step_two][$scene to 4]]
[[Facial - end scene|emilia_stage_four_step_two][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<vndialogbox>>
<<vnmediaat "emilia_facial">>
<video src="ressources/chars/emilia/videos/stagefour/facial.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnline narrator key:emilia_facial>>You unload all over Emilia's face. Falling back onto the couch again, breathing heavy after. Feeling completely drained, and very well satisfied. It actually takes you a moment or two to catch your breath and rest. When you do, you notice how deep in thought Emilia seems to be.<</vnline>>
<<vnline player>>Are you excited to go back to class?<</vnline>>
<<vnline emilia>>Hmm? Oh, I'm probably not going back.<</vnline>>
<<vnline narrator>>Hearing that hits like a truck. <</vnline>>
<<vnline player>>But, I thought it was your dream…<</vnline>>
<<vnline emilia>>It still is! But I can't go back. I was so stressed, angry, and tired all the time.<</vnline>>
<<vnline player>>What will you do then? Are you still going to try to be a dancer?<</vnline>>
<<vnline emilia>>Definitely. But I'm going to find another way. Something cheaper, and something that doesn't take up every second of my day. I think I have better ways to spend that time anyway.<</vnline>>
<<vnline player>>I really hope it works out for you then. In hindsight I would have tried to help you some other way if I had known that.<</vnline>>
<<vnline emilia>>I'm sorry! I had no idea you'd do something that nice! I appreciate it so fucking much.<</vnline>>
<<vnline narrator>>She places her hand on your thigh as she leans in against your chest. Her warmth as you lay there, skin to skin, fills you.<</vnline>>
<<vnline emilia key:emilia_gf_choice>>I actually feel weird that you did it. Feels like something a boyfriend would do, not a friend.<</vnline>>
<<vnactionsat "emilia_gf_choice">>
<div class="warning-choice">@@font-weight:bold;WARNING! The next choice has significant consequence. Becoming exclusive with a girl offers benefits, but also risks. Progressing too far, or being caught dating other girls may cause significant conflict, depending on the girls in question. Choose wisely!@@
@@font-style:italic;(This system is not currently present, and will be added in the future. Your choice now, will still be noted in your save file.)@@</div>
[[Start an exclusive relationship with Emilia|emilia_stage_four_step_two][$scene to 7]]
[[Keep it casual with Emilia|emilia_stage_four_step_two][$scene to 8]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 7>>
<<vndialogbox>>
<<vnline player>>Well, I'd rather be your boyfriend than just your friend.<</vnline>>
<<vnline emilia>>Really? We've been on so many dates! And you're just telling me this NOW?<</vnline>>
<<vnline player>>Felt like the right time. Better late than never, right?<</vnline>>
<<vnline narrator>>She playfully smacks your chest.<</vnline>>
<<vnline emilia>>Don't be late ever again then! You're my man. You need to be on time!<</vnline>>
<<vnline narrator>>She nuzzles against your chest again.<</vnline>>
<<vnline player>>I promise I will. Calling me your man is gonna help speed me up.<</vnline>>
<<vnline narrator key:emilia_s4_exclusive>>With that settled, you can finally relax. Leaning your head back and taking a nap with your new girlfriend laying right on top of you. There aren't many better ways to spend your time, that's for sure. <<relationgain "emilia">> <<set $chars.player.girlfriend to "Emilia">> <<set $chars.emilia.objectives.stage_four.steps.step_two.completed to 1>> <<set $chars.emilia.objectives.stage_four.completed to 1>> <<addhours 1>><</vnline>>
<<vnactionsat "emilia_s4_exclusive">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 8>>
<<vndialogbox>>
<<vnline player>>Maybe I'm just a really really good friend.<</vnline>>
<<vnline emilia>>You've been the best one I've ever had. And it's not even close.<</vnline>>
<<vnline player>>Yeah you've been pretty cool too.<</vnline>>
<<vnline narrator>>She playfully smacks your chest.<</vnline>>
<<vnline player>>Okay okay, you're my best friend too.<</vnline>>
<<vnline emilia>>That's better!<</vnline>>
<<vnline narrator key:emilia_s4_casual>>Your finally able to lean your head back and relax. Letting Emilia lay on top of you, and enjoying the moment before you have to leave. It's great to know you'll always have a kind and warm friend like Emilia. It makes all the effort worth it. <<relationgain "emilia">> <<set $chars.emilia.objectives.stage_four.steps.step_two.completed to 1>> <<set $chars.emilia.objectives.stage_four.completed to 1>> <<addhours 1>><</vnline>>
<<vnactionsat "emilia_s4_casual">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<galleryUnlock "emilia" "stage_three">>
<<vndialogbox>>
<<vnline player>>Hey! Are you busy? Wanna go for a walk together and get some food? <<setCharLocationClass "emilia">> <<removeclass "body" "downtown-daywalk">><</vnline>>
<<vnline emilia>>Is this another date? Or do you need company?<</vnline>>
<<vnline narrator>>She gives you a snarky look when she asks that. She clearly wants you to be more direct.<</vnline>>
<<vnline player>>If I'm out with you, I think of it as a date anyway. So yeah, go out on a date with me.<</vnline>>
<<vnline emilia>>That's better! Let's go! <<removeclass "body" "downtown-daywalk">><</vnline>>
<<vnline narrator>>She takes your hand and skips along as she leads you away. Not long after you're walking side by side along the sidewalk. She interlocks her hand with yours, the warmth of her hand filling your palm. The first couple blocks are silent. Just enjoying one another's presences at first. But eventually it becomes obvious that you're walking without a destination. <<removeclass "body" "loc-emilias-apartment">><<addclass "body" "downtown-daywalk">><</vnline>>
<<vnline player>>So where do you want to eat?<</vnline>>
<<vnline emilia>>I don't know. You pick. Wherever is fine.<</vnline>>
<<vnline narrator>>Everyone has heard this one before. The dance of where to eat dinner. Where she doesn't know what she wants, but she knows everything she doesn't want.<</vnline>>
<<vnline player>>How about we just hit a food truck then? We're bound to pass one while we walk.<</vnline>>
<<vnline emilia>>That sounds good.<</vnline>>
<<vnline narrator>>Her agreement is nothing short of shocking. She's so calm and easy going right now that it's kind of shocking. <</vnline>>
<<vnline player>>Is everything going well? I know you must be really disappointed about the ballet program.<</vnline>>
<<vnline emilia>>Actually, I'm relieved at this point. I went through five stages of anger instead of grief. But, without Ballet I have so much more free time. I actually sleep normal. It's been so great.<</vnline>>
<<vnline player>>That's good to hear. So you don't miss it at all?<</vnline>>
<<vnline emilia>>Of course I miss parts of it. It is my dream. I wanna dance. But it was killing me. If I was still in the program I would probably be there right now. And I'm so much happier that I'm here with you.<</vnline>>
<<vnline player>>I am too. That's a bit selfish of me to say, isn't it?<</vnline>>
<<vnline emilia>>If I didn't say it first, it would be. Big time!<</vnline>>
<<vnline narrator>>The first food truck that you run into is a pretty standard one. Selling hot dogs, burgers, fries, and the like. You order a hot dog and a burger for both of you. The man hands the food to Emilia while you pay. But since she's a bit short, as he leans out the window of the food truck, he slips a bit. The food flies from his hands and covers Emilia in condiments and meat juices. You prepare yourself to hear her scream and curse the guy out. But as he is emphatically apologizing, she just starts to chuckle.<</vnline>>
<<vnline emilia>>No, no it's okay! It was an accident. Can I just get a fuck ton of napkins?<</vnline>>
<<vnline narrator>>You grab a handful of napkins and help Emilia clean herself up as they remake the food. Luckily her outfit is a bit revealing, so there is less fabric to stain. This time you grab the food they hand to you to prevent a repeat of that accident. Handing her her food as you both walk along to find a place to sit and eat. It's amazing to see how much taking away the stress of her classes has helped her. When you first met her, she would have gone on a tirade berating that guy. But now she's just laughing it off like it was nothing. It's hard not to just look at her while you talk and eat together. It's an amazing feeling to see her at her stress free and happy state.<</vnline>>
<<vnline emilia>>Why are you staring at me, weirdo? Oh, do I have mustard on my cheek?<</vnline>>
<<vnline player>>No, you're fine. I'm just really happy to see you like this. No stress, no worries, and more free time. They're good looks on you.<</vnline>>
<<vnline emilia>>It's a good look on you, to notice how good I look.<</vnline>>
<<vnline player>>With how much of that I notice, I must be gorgeous!<</vnline>>
<<vnline emilia>>Almost as gorgeous as me.<</vnline>>
<<vnline narrator key:emilia_s_apartment>>The playful teasing continues. What starts off as just compliments and comments, grows into your hand on her thigh. Then before you know it, you're headed back to her place. And you can't quite keep your hands off each other.<</vnline>>
<<vnactionsat "emilia_s_apartment">>
[[Head to Emilia's|emilia_stage_three][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<setCharLocationClass "emilia">> <<removeclass "body" "downtown-daywalk">>
<<vndialogbox>>
<<vnline narrator key:emilia_pov_blowjob>>There aren't many more words shared once you're at Emilia's apartment. It's mostly looks, passionate kissing, and sensual groping. Moving along through towards her bedroom. She climbs on top of you while you lay on the bed. Holding your face as she kisses you. Only pulling away as she gradually moves her way down and begins to pull open your pants. She grabs your cock and strokes it slowly. Letting it get hard before taking it into her mouth. Your eyes lock with hers. Transfixed on each other in the moment of passion.<</vnline>>
<<vnmediaat "emilia_pov_blowjob">>
<video src="ressources/chars/emilia/videos/stagethree/blowjob.mp4" autoplay controls loop></video>
<</vnmediaat>>
<<vnactions>>
[[Continue|emilia_stage_three][$scene to 2]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator key:emilia_cum_in_mouth>>She doesn't stop sucking until she feels your load flowing out onto her tongue. She plays with it in her mouth for a moment before swallowing every drop. Even opening her mouth to show you.<</vnline>>
<<vnmediaat "emilia_cum_in_mouth">>
<video src="ressources/chars/emilia/videos/stagethree/facial.mp4" autoplay controls loop></video>
<</vnmediaat>>
<<vnline player>>So when can we hang out again?<</vnline>>
<<vnline narrator>>She playfully smacks your stomach.<</vnline>>
<<vnline emilia>>Greedy! One blowjob and now you wanna spend all your time with me.<</vnline>>
<<vnline player>>There are plenty of other reasons I wanna hang out with you. And, that doesn't answer the question.<</vnline>>
<<vnline emilia>>Yeah sure. Well I have lot's of free time now. Maybe too much. So, whenever you want.<</vnline>>
<<vnline player>>I'm most certainly going to take you up on that.<</vnline>>
<<vnline emilia>>You better!<</vnline>>
<<vnline narrator key:leave>>Heading out of her place the thought of what she said before you left starts to grow. She has too much free time. Even if she's less stressed now, it's clear that she misses that dance class. Maybe if you talk to the instructor at the University Athletic Annex, you could convince her to let Emilia back in. she certainly deserves the effort at least. <<relationgain "emilia">> <<set $chars.emilia.objectives.stage_three.completed to 1>><</vnline>>
<<vnactionsat "leave">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<set _currenthousing to getCurrentHousing()>>
<<set _bg to _currenthousing + "-emiliaatdoor">>
<<addclass "body" _bg>>
<<vndialogbox>>
<<vnline narrator>>The morning doesn't start as it usually does. Instead, there is a loud knock at your front door. When you answer it, you're pleasantly surprised to see Emilia standing there in her work uniform. She offers you a cup of coffee from her job. <</vnline>>
<<vnline emilia>>One cream, one sugar, right?<</vnline>>
<<vnline player>>That's right! Thanks! But uh, I didn't know the Daily Grind delivered.<</vnline>>
<<vnline emilia>>They don't. This is just a thank you. For, calming down, cleaning my house, helping me.<</vnline>>
<<vnline player>>Oh please, don't worry about it. You needed a hand. It was just the right thing to do.<</vnline>>
<<vnline emilia>>But you were the one who did it. So just accept the thanks already!<</vnline>>
<<vnline narrator>>You laugh with her as you accept the coffee. <</vnline>>
<<vnline player>>Mmm, perfect. But really, I'd do it again. What are friend for?<</vnline>>
<<vnline emilia>>Well you're the type of friend I need then. And maybe you should take me out some time. See if there's something more to it than friends.<</vnline>>
<<vnline player>>Maybe I should.<</vnline>>
<<vnline narrator>>There is a playful pause between you that lasts a few moments. Looking into each others eyes as you both wait for the other to make a move.<</vnline>>
<<vnline emilia>>I have to get back before my breaks over. But, I'll see you around?<</vnline>>
<<vnline player>>You certainly will.<</vnline>>
<<vnline narrator key:emilia_s2s4_end>>She heads out with a huge smile on her face. And you close the door to your place, glad to be able to start your day with this coffee. Now that you think of it, the Daily Grind really should deliver. This is great. And you should ask Emilia out soon. Because she's great. <<set $chars.emilia.locations[5] to ["Coast", "Nightclub"]>> <<set $chars.emilia.objectives.stage_two.steps.step_four.completed to 1>> <<set $chars.emilia.objectives.stage_two.completed to 1>> <<relationgain "emilia">> <<addhours 1>><</vnline>>
<<vnactionsat "emilia_s2s4_end">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>><</nobr>><<nobr>>
<<vndialogbox>>
<<vnmediaat "ballet_performance_flier">>
[img["ressources/chars/emilia/images/stageone/ballet_performance_flier.webp"]]
<</vnmediaat>>
<<vnline narrator key:ballet_performance_flier>>Just as you're opening the door to the coffee shop, Emilia is walking up and taping a flier to the front window. You give it a look over. But you don't get the chance to read it fully. When she notices you, Emilia waves excitedly and comes out of the coffee shop to speak with you.<</vnline>>
<<vnline emilia>><<print $chars.player.firstName>>! Great timing! Did you read my flier?<</vnline>>
<<vnline player>>I was just about to. What's it for?<</vnline>>
<<vnline emilia>>Remember when I told you that I'm in school for ballet? Well, we're having a performance!<</vnline>>
<<vnline player>>Oh nice! When is it?<</vnline>>
<<vnline emilia>>It's every night at seven for the next couple weeks! Come any the nights. I get two tickets to give out for every show. I'll save one for you!<</vnline>>
<<vnline player>>Oh thanks! You don't have to do that. I'd pay to support the program.<</vnline>>
<<vnline emilia>>But then I wouldn't know where to look for you in the crowd.<</vnline>>
<<vnline narrator>>That makes it extra clear that she wants you there in more than just a friendly way. <</vnline>>
<<vnline player>>Alright then. Sounds fun. I'll make sure to catch a show.<</vnline>>
<<vnline narrator>>She bounces giddily.<</vnline>>
<<vnline emilia>>Great! See you there!<</vnline>>
<<vnline narrator key:emilia_s2s1_end>>She bounces giddily and heads back inside the shop. <<relationgain "emilia">> <<addhours 1>><</vnline>>
<<vnactionsat "emilia_s2s1_end">>
[[Leave|Coffee Shop][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>><</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator>>Emilia not being in the performance that she invited you to was odd to say the least. Thankfully though, when she answers her front door you're assured that she isn't hurt or anything like that. She does look like she's been crying though. <<addclass "body" "modernapartments-emilia-openingthedoorcrying">><<removeclass "body" "modernapartments-emilia-livingroomchaos">><</vnline>>
<<vnline player>>Whoa, hey what's wrong?<</vnline>>
<<vnline narrator >>She doesn't answer. She just starts crying again and turns to walk into her place. You follow her in and close the door behind you. Her apartment is not the same as when you were here last. It looks like she was robbed. But when Emilia's crying suddenly turns to screaming as she tears a random piece of paper up that she grabs from the floor, that theory is quickly replaced with a different one. <<removeclass "body" "modernapartments-emilia-openingthedoorcrying">><<addclass "body" "modernapartments-emilia-livingroomchaos">> <</vnline>>
<<vnline player>>Come here. Tell me what happened. I went to the show. Why weren't you in it?<</vnline>>
<<vnline narrator>>She sits on the couch with you, wiping the tears from her face as she gets ready to talk. There is a lot of rage behind her eyes. And stress behind every word that comes out.<</vnline>>
<<vnline emilia crying>>THAT FUCKING BITCH TEACHER KICKED ME OUT OF THE PROGRAM!<</vnline>>
<<vnline narrator>>That certainly explains her absence.<</vnline>>
<<vnline player>>She did? Why?<</vnline>>
<<vnline emilia crying>>I told her the truth! She wanted everything to be perfectly 'traditional.' She needed to add something unique if anyone was gonna care about the performance. But apparently my ideas were 'vulgar.' So I called her a frigid hag!<</vnline>>
<<vnline player>>Well insulting her might have been a bad call.<</vnline>>
<<vnline emilia crying>>IT'S THE TRUTH THOUGH!<</vnline>>
<<vnline player>>I don't know her so, maybe. But was it worth getting kicked out of the program?<</vnline>>
<<vnline emilia crying>>NO!<</vnline>>
<<vnline narrator>>She plops down onto her couch looking totally downtrodden.<</vnline>>
<<vnline player>>Can I ask you something?<</vnline>>
<<vnline narrator>>Emilia nods, tears still pouring from her eyes.<</vnline>>
<<vnline player>>What causes these blowups? You seem to get really angry sometimes. And you just let loose. You're usually in the right but, you tend to take it a bit far. Is there something behind that?<</vnline>>
<<vnline emilia crying>>I- I never used to be this way.<</vnline>>
<<vnline narrator>>She starts crying harder, speaking through her tears and sniffles.<</vnline>>
<<vnline emilia crying>>It's just been non-stop! Work, school, work, school, back and forth. I force myself to go out dancing even when I'm dead tired. Just so I can do something I enjoy every week. I'm just always tired. Always so fucking tired…<</vnline>>
<<vnline narrator>>A lack of sleep definitely explains her bouts of anger. She needs sleep right now. Not to talk this out, not more anger in throwing stuff around. She needs a good, long, peaceful night's sleep. You walk over and give her a hug. Picking her up and carrying her to her bed. You lay her down and tuck her in. There is a spark of protest in her eyes but the moment the covers go over her, she is out like a light. Exhaustion setting in and taking her into a very deep sleep.<</vnline>>
<<vnline narrator key:emilia_s2s3_end>>Once she's asleep you look around. Seeing the mess, it's clear that this will just give her more stress when she wakes up. So you tidy up. Putting things back where they belong. Or at least where you think they belong. It takes you about an hour or two to clean everything. But once you're done you head out. She needs to get some sleep to get past this. Processing this big of a change is hard. Going through so much stress and having it potentially be for nothing because it's taken away from you is not something that someone gets over in a day. You need to sleep as well. It's later than you'd like to be out, and all that cleaning is quite tiring. Hopefully Emilia will feel better in the morning. At least your help with the cleaning should make it less stressful. <<set $chars.emilia.objectives.stage_two.steps.step_three.completed to 1>> <<relationgain "emilia">> <</vnline>>
<<vnactionsat "emilia_s2s3_end">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>><</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator key:ballet_performance>>Seems like you arrived at the Athletic Annex right in time for the ballet performance that Emilia invited you to see. There is a bit of confusion when it comes to getting the ticket that she reserved for you though. No one would tell you exactly what was happening. But it's clear that they weren't expecting you. They let you in though, so it is probably a simple clerical error. With it handled, you grab your seat and enjoy the show. Keeping an eye out for Emilia the entire time. <</vnline>>
<<vnmediaat "ballet_performance">>
<video src="ressources/chars/emilia/videos/ballet_performance.mp4" autoplay loop controls muted></video>
<</vnmediaat>>
<<vnline narrator key:emilia_s2s2_end>>What becomes increasingly obvious the longer you watch though, is that Emilia doesn't seem to be performing in this at all. Every act the thought that maybe she will finally appear gets dashed by the reality of it when she never does. The performance ends, and applause rings out. You politely clap along, but the confusion of Emilia being nowhere to be found is hard to overcome. You should head over to her place, maybe she got sick or injured and wasn't able to perform. <<relationgain "emilia">> <<addhours 2>><</vnline>>
<<vnactionsat "emilia_s2s2_end">>
[[Leave|Campus][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>><</nobr>><<nobr>>
<<if $scene is 0>>
<<addclass "body" "nightclubdance">>
<<removeclass "body" "downtown-nightwalk">>
<<elseif $scene is 1>>
<<addclass "body" "downtown-nightwalk">>
<<removeclass "body" "nightclubdance">>
<<removeclass "body" "modernapartments-emilia-livingroom">>
<<elseif $scene is 2>>
<<addclass "body" "modernapartments-emilia-livingroomnight">>
<<removeclass "body" "downtown-nightwalk">>
<</if>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator>>Emilia locks eyes with you and waves to bring you out to the dance floor with her. It's crowded, so yo have to weave and thread your way through other dancers to get to her. You feel yourself getting bumped into and groped more than once along the way. Likely people thinking they're grabbing someone else. Eventually though, you get to her. Emilia grabs you by your wrists and starts to playfully bounce. A light clapping sound can be heard over the music. Maybe her shoes hitting the floor with each jump. <</vnline>>
<<vnline emilia partydress>>Hey! It's so crazy seeing you here!<</vnline>>
<<vnline narrator>>It's hard to hear her over the loud music. But she clearly has experience with talking over it. She manages to get just loud enough for you to make out what she's saying. When you respond, you hope that you're able to carry your voice that well also. <</vnline>>
<<vnline player>>Yeah! It's great! You wanna dance?<</vnline>>
<<vnline emilia partydress>>Of course I wanna dance! Don't feel bad that you can't keep up. I'm gonna be a pro one day!<</vnline>>
<<vnline narrator key:twerk>>Emilia turns and starts dancing. Shaking her big ass and working it with a lot more skill than most baristas should have. She's pulling out moves that would put strippers to shame. <</vnline>>
<<vnmediaat "twerk">>
<video src="ressources/chars/emilia/videos/stageone/emilia_twerk.mp4" autoplay controls></video>
<</vnmediaat>>
<<vnline narrator>>She starts to grind up on you. Backing it up against you and before you know it, things are getting a little hot and heavy. She seems to like you even more than you realized. As your hands start to caress her, suddenly, she screams in pain.<</vnline>>
<<vnline emilia partydressangry>>You bitch!<</vnline>>
<<vnline narrator key:talk_while_walking>>What happens next is a bit of a blur. Some woman stepped on Emilia's foot mid dance. If that wasn't enough of a mood killer on it's own, the screaming match that followed sure was. Any attempt to calm her down was futile. Somehow she got loud enough that the music shut off, and you were both thrown out of the club for the night. It's not the ideal way to leave the club, but it is what it is. You resign to just walk Emilia home and make the best of it.<</vnline>>
<<vnactionsat "talk_while_walking">>
[[Talk while you walk|emilia_stageone][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline player>>That got out of hand pretty quick. Are you alright? Your foot okay?<</vnline>>
<<vnline emilia partydressangry>>Yeah, it should be. Stupid bitch. She coulda fucked my life up.<</vnline>>
<<vnline player>>Really? How so?<</vnline>>
<<vnline emilia partydressannoyed>>Duh, because I'm gonna be a dancer.<</vnline>>
<<vnline player>>Oh, you haven't told me that yet. That's cool!<</vnline>>
<<vnline emilia partydress>>I haven't? Wow, I tell people all the time. How did I mess that up?<</vnline>>
<<vnline player>>Well we just met recently. You don't know what I do for a living yet. So what kind of dancing?<</vnline>>
<<vnline emilia partydress>>I'm in school for ballet!<</vnline>>
<<vnline player>>Oh, so not the type of dancing you were showing off back at the club?<</vnline>>
<<vnline narrator>>She playfully smacks your arm.<</vnline>>
<<vnline emilia partydressangry>>No! Sorry about that by the way. I didn't think I'd get you kicked out. Fucking BITCH needed to know how much of a DUMBASS she is though!<</vnline>>
<<vnline player>>It's okay. I'm enjoying walking with you. That place can be hit or miss anyway.<</vnline>>
<<vnline emilia partydress>>I'm still gonna make it up to you.<</vnline>>
<<vnline player>>How so?<</vnline>>
<<vnline emilia partydress key:upstairs>>Well, this is my building. Come on up and I'll show ya.<</vnline>>
<<vnactionsat "upstairs">>
[[Follow her upstairs|emilia_stageone][$scene to 2]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator>>Emilia takes you to her apartment. Leading you inside and going to turn on some music. Her place is pretty nice. It looks like a college girl's dorm, but bigger. Before you can really appreciate it though, Emilia returns. Music blaring, but the much more attention grabbing thing is that she's completely nude.<</vnline>>
<<vnline emilia partydress>>Take a seat…<</vnline>>
<<vnline narrator key:twerk>>She points to her couch, and you sit right down, curious to see what she's gonna do next. Emilia starts dancing. Shaking her ass to the music. It's much bigger than it looks in pants. It's mesmerizing, and gives you tunnel vision. Staring at her big cheeks bounce and shake. Occasionally with her pussy peeking out underneath. This show is more than worth getting kicked out of the nightclub for.<</vnline>>
<<vnmediaat "twerk">>
<video src="ressources/chars/emilia/videos/stageone/emilia_stageone_dancing.mp4" autoplay controls loop muted></video>
<</vnmediaat>>
<<vnline narrator key:emilia_s1_end>>Eventually the dance stops, and Emilia has to head to bed. You head out of her apartment, replaying that dance in your head over and over. Who knows if it will ever stop. Her dancing is definitely worth supporting. At least that style certainly is. <<relationgain "emilia">> <<addhours 2>><</vnline>>
<<vnactionsat "emilia_s1_end">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<if $chars.player.girlfriend is "Emilia">>
<<vnline emilia>>You should put in a stripper pole some day. I’ll show you everything I learned before I got kicked out of my dance program.<</vnline>>
<<elseif $chars.emilia.location is "Emilia's Apartment">>
<<vnline emilia>>I know it’s small. College is expensive. Sit anywhere you want though. My bed is cozy.<</vnline>>
<<elseif $chars.emilia.location is "Campus Sports Complex">>
<<vnline emilia>>Class starts soon. The teacher said we’re practicing leaps today. I’m gonna be so sore after.<</vnline>>
<<elseif $chars.emilia.location is "Coast">>
<<vnline emilia>>Does this bikini make my ass look big? Or is my ass just really that big? Ugh, I need a diet.<</vnline>>
<<elseif $chars.emilia.location is "Nightclub">>
<<vnline emilia>>I could dance all night! And all day! If I didn’t need sleep I’d never stop! Yes I would dance while I eat, wouldn’t you?<</vnline>>
<<elseif $chars.emilia.location is "Coffee Shop">>
<<if $discussion is 0>>
<<vnline emilia>>You want the usual, <<print $chars.player.firstName>>? One cream, one sugar, right?<</vnline>>
<<elseif $discussion is 1>>
<<vnline emilia>>Caffeine is so nice. It’s like drugs without the stigma.<</vnline>>
<<elseif $discussion gte 2>>
<<vnline emilia>>Buying something for someone special? For me, maybe?<</vnline>>
<</if>>
<<elseif $discussion is 0>>
<<vnline emilia>>I’m thinking about quitting the coffee shop. They let me have free muffins and they are all going right to my ass.<</vnline>>
<<elseif $discussion is 1>>
<<vnline emilia>>Did you know that every dance move has a name? Like kick ball change and stuff like that. It’s so much to remember!<</vnline>>
<<elseif $discussion is 2>>
<<vnline emilia>>I wonder how many shots of espresso I could put into a coffee cup and not have my heart explode. I need to stay up late tonight no matter what.<</vnline>>
<<elseif $discussion is 3>>
<<vnline emilia>>It’s annoying how much I get teased about dancing. So what if my favorite dance move is twerking? Everyone sure seems happy about it when I’m doing it.<</vnline>>
<<else>>
<<vnline emilia>>They should open 24 hour nightclubs. Why does the sun dictate when I can dance?<</vnline>>
<</if>>
<<vnactions>>
<<link "Leave" "CityMap">><<set $scene to 0>><<relationgain "emilia">>
<<addhours 1>><</link>>
<</vnactions>>
<</vndialogbox>>
<<setCharLocationClass "emilia">>
<</nobr>><<nobr>>
<<set _coffeeLabels to {
black: "Black Coffee",
macchiato: "Macchiato",
espresso: "Espresso",
latte: "Latte"
}>>
<<set _availableCoffee to Object.keys($inventory.coffee).filter(function(coffeeKey) { return $inventory.coffee[coffeeKey] > 0; })>>
<<vndialogbox>>
<<if _availableCoffee.length is 0>>
<<vnline emilia key:no_coffee>>You don't actually have a coffee for me, doofus.<</vnline>>
<<vnactionsat "no_coffee">>
[[Back|Emilia][$scene to 0; $selectedCoffee to ""]]
<</vnactionsat>>
<<elseif not $selectedCoffee>>
<<vnline emilia key:coffee_pick>>Wait, you brought me coffee? Okay, now I'm interested.<</vnline>>
<<vnactionsat "coffee_pick">>
<<for _i to 0; _i lt _availableCoffee.length; _i++>>
<<set _coffeeKey to _availableCoffee[_i]>>
<<capture _coffeeKey>>
<<link _coffeeLabels[_coffeeKey] "emiliacoffee">><<set $selectedCoffee to _coffeeKey>><</link>>
<</capture>>
<</for>>
[[Never mind|Emilia][$scene to 0; $selectedCoffee to ""]]
<</vnactionsat>>
<<elseif $inventory.coffee[$selectedCoffee] gt 0>>
<<set _coffeeName to _coffeeLabels[$selectedCoffee]>>
<<set _coffeeRelationGain to 1>>
<<set _coffeeReaction to "Aww, thanks. You know me pretty well, " + $chars.player.name + ".">>
<<if $selectedCoffee is "espresso">>
<<set _coffeeRelationGain to 2>>
<<set _coffeeReaction to "Espresso? Hell yes. This is exactly what I needed.">>
<<elseif $selectedCoffee is "macchiato">>
<<set _coffeeRelationGain to 0>>
<<set _coffeeReaction to "I'll drink it, but honestly? Not my favorite.">>
<</if>>
<<set $inventory.coffee[$selectedCoffee] to $inventory.coffee[$selectedCoffee] - 1>>
<<set $chars.emilia.relation to $chars.emilia.relation + _coffeeRelationGain>>
<<vnline player>><<print _coffeeName>>. Figured you'd want this.<</vnline>>
<<vnline emilia key:coffee_result>><<print _coffeeReaction>><</vnline>>
<<vnactionsat "coffee_result">>
[[Back|Emilia][$scene to 0; $selectedCoffee to ""]]
<</vnactionsat>>
<<else>>
<<vnline emilia key:no_coffee_selected>>Looks like you don't have that anymore.<</vnline>>
<<vnactionsat "no_coffee_selected">>
[[Back|emiliacoffee][$selectedCoffee to ""]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set _giftLabels to {
flowers: "Flowers",
stuffedAnimal: "Stuffed Animal",
perfume: "Perfume",
necklace: "Necklace",
chocolates: "Chocolates",
fruitBouquet: "Fruit Bouquet",
dumbbells: "Dumbbells"
}>>
<<set _availableGifts to Object.keys($inventory.gifts).filter(function(giftKey) { return $inventory.gifts[giftKey] > 0; })>>
<<vndialogbox>>
<<if _availableGifts.length is 0>>
<<vnline emilia key:no_gifts>>You don't have anything to give me, dummy.<</vnline>>
<<vnactionsat "no_gifts">>
[[Back|Emilia][$scene to 0; $selectedGift to ""]]
<</vnactionsat>>
<<elseif not $selectedGift>>
<<vnline emilia key:gift_pick>>Aww, you brought me something?<</vnline>>
<<vnactionsat "gift_pick">>
<<for _i to 0; _i lt _availableGifts.length; _i++>>
<<set _giftKey to _availableGifts[_i]>>
<<capture _giftKey>>
<<link _giftLabels[_giftKey] "emiliagift">><<set $selectedGift to _giftKey>><</link>>
<</capture>>
<</for>>
[[Never mind|Emilia][$scene to 0; $selectedGift to ""]]
<</vnactionsat>>
<<elseif $inventory.gifts[$selectedGift] gt 0>>
<<set _giftName to _giftLabels[$selectedGift]>>
<<set _giftRelationGain to 1>>
<<set _giftReaction to "You're sweet. Thanks, " + $chars.player.name + ".">>
<<if $selectedGift is "flowers">>
<<set _giftRelationGain to 2>>
<<set _giftReaction to "Flowers? Aww, I love these. You're seriously making me blush.">>
<<elseif $selectedGift is "fruitBouquet">>
<<set _giftRelationGain to 0>>
<<set _giftReaction to "It's... nice. Just not really my thing, honestly.">>
<</if>>
<<set $inventory.gifts[$selectedGift] to $inventory.gifts[$selectedGift] - 1>>
<<set $chars.emilia.relation to $chars.emilia.relation + _giftRelationGain>>
<<vnline player>><<print _giftName>>. I figured you'd like it.<</vnline>>
<<vnline emilia key:gift_result>><<print _giftReaction>><</vnline>>
<<vnactionsat "gift_result">>
[[Back|Emilia][$scene to 0; $selectedGift to ""]]
<</vnactionsat>>
<<else>>
<<vnline emilia key:no_gift_selected>>Looks like you don't have that anymore.<</vnline>>
<<vnactionsat "no_gift_selected">>
[[Back|emiliagift][$selectedGift to ""]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline farah key:questions>>Ask away, I got no secrets.<</vnline>>
<<vnactionsat "questions">>
[[Where are you from?|farah_questions][$scene to 0]]
[[Do you like your job?|farah_questions][$scene to 1]]
[[What’s your favorite drink?|farah_questions][$scene to 2]]
<<if $chars.farah.objectives.stage_three.completed is true>>
[[Wanna go out some time?|farah_questions][$scene to 3]]
<</if>>
<<if $chars.player.girlfriend is "Farah">>
[[Are you gonna be at my place later?|farah_questions][$scene to 4]]
<</if>>
<</vnactionsat>>
<</vndialogbox>>
<<setCharLocationClass "farah">>
<</nobr>><<nobr>>
<<set _currenthousing to getCurrentHousing()>>
<<set _bg to _currenthousing + "-livingroom">>
<<if $scene is 0>>
<<setCharLocationClass "farah">>
<<elseif $scene is 1>>
<<removeclass "body" _bg>>
<<addclass "body" restaurantfarahgreendress>>
<<elseif $scene is gte 2>>
<<removeclass "body" restaurantfarahgreendress>>
<<addclass "body" _bg>>
<</if>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline farah>>Ya know what? Yeah, sure! Let’s go out!<</vnline>>
<<vnline player>>Awesome! Glad to see that you’re finally ready to go on a real date with me.<</vnline>>
<<vnline farah>>I was like, really close to saying yes last time. I’m sure now. You kept asking. That’s how I can know you’re in it long term.<</vnline>>
<<vnline player>>I am, assuming we keep gelling so well. I can be persistent when I know what I want.<</vnline>>
<<vnline farah>>I’ve noticed. Pick me up at eight tonight.<</vnline>>
<<vnline player>>Will do. See you then.<</vnline>>
<<vnline narrator key:takefarahout>>You go your separate ways for now. It’s time to shower and shave. Then get into the best suit you own to take Farah on a proper first date. A quick call to a restaurant uptown is all it takes to secure a table. It will make a good surprise, considering how highly rated the place is. All that’s left to do is actually go out on the date.<</vnline>>
<<vnactionsat "takefarahout">>
[[Take Farah out|farah_gallery1][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnmediaat "farah_date">>
[img["ressources/chars/farah/images/dates/date1.webp"]]
<</vnmediaat>>
<<vnline narrator key:farah_date>>Farah dressed to impress. Her outfit is just the right mixture of classy and sexy that it’s nearly impossible to keep your eyes off her. Thankfully, her eyes are easy enough to get lost in, that they keep you from staring at her cleavage all night like a chump. The dinner itself is rather calm. It’s peaceful, yet fun. The food is delicious and is only out matched by the quality of the conversation. A moment doesn’t path that isn’t filled with stories, thoughts, feelings, and anecdotes as you learn more and more about one another. Speaking with her as easily as you would someone that you’ve known you’re entire life. When the meal is over, you invite her back to your place to relax together for a bit. And it’s here where things get truly deep with her. <</vnline>>
<<vnactionsat "farah_date">>
[[Take her to your place|farah_gallery1][$scene to 2]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline farah greendresssmiling>>I can’t remember the last date I went on that didn’t suck. This has been like, so much fun.<</vnline>>
<<vnline narrator>>You hand her a cup of warm tea as you join her on your couch. Sitting close to her, and enjoying the smile grow on her face as she enjoys the taste of the drink. Her eyes suddenly go wide though. As if she forgot something really important.<</vnline>>
<<vnline player>>Something wrong? Did you leave something at the restaurant?<</vnline>>
<<vnline farah greendress>>Hmm? Oh no, no. I’m okay. I just like…<</vnline>>
<<vnline narrator>>She pauses for a minute, as if unsure of how to phrase what she is going to say next.<</vnline>>
<<vnline farah greendress>>I just now realized that we haven’t been drinking tonight.<</vnline>>
<<vnline player>>Is that a bad thing? I hope I’m not so boring that you would need a drink to get through the date.<</vnline>>
<<vnline farah greendress>>NO! That’s just it! Every time I go out, partying, or on dates, whatever, I always drink. Like, I don’t even think about it. Especially dates, like, some guys can be such snooze fests. We sat down and I ordered a water. I didn’t even think about getting wine. It’s so unlike me.<</vnline>>
<<vnline player>>Maybe. But you had a great time, I hope. Maybe you can have even more fun when you don’t go so hard.<</vnline>>
<<vnline farah greendress>>If I can, it’s only because of you. I never have as much fun as I had tonight without something to take the edge off.<</vnline>>
<<vnline player>>I think you just need to find the people that don’t put you on edge to begin with.<</vnline>>
<<vnline narrator>>She playfully raises her cup of tea towards you, clearly intending to cheers with you.<</vnline>>
<<vnline farah greendresssmiling>>Like that, is an idea I can drink too.<</vnline>>
<<vnline narrator>>You tap the cups together and down some more tea. Enjoying how soothing the chamomile is.<</vnline>>
<<vnline farah greendresssmiling>>It’s a good thing the night isn’t over yet.<</vnline>>
<<vnline player>>Why is that?<</vnline>>
<<vnline farah greendresssmiling>>There’s like, so much more fun we can have.<</vnline>>
<<vnline narrator key:farah_date_blowjob>>Before you can even ask her what she means, Farah stands up from the couch, and steps in front of you. Moving in a slow, sensual, and saucy manner. She drops her dress and let’s you admire her curves for just a moment before kneeling down and pushing your legs apart. Her hands tease their way up along your thighs. Reaching the buckle of your belt, and pulling your pants open with deft moves of her fingers. Farah reaches in and pulls your cock out from within. Only a couple strokes is all it takes for you to grow hard. And then, as if she had been waiting to do this all evening, she lowers her head to your groin, wrap her lips around your cock and sucks with passionate vigor.<</vnline>>
<<vnactionsat "farah_date_blowjob">>
[[Continue|farah_gallery1][$scene to 3]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnline key:blowjob>><</vnline>>
<<vnmediaat "blowjob">>
<video src="ressources/chars/farah/videos/dates/restaurant/blowjob.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnactions>>
[[Cowgirl|farah_gallery1][$scene to 4]]
[[Doggy|farah_gallery1][$scene to 5]]
[[Missionary|farah_gallery1][$scene to 6]]
[[Facial - ends the scene|farah_gallery1][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnline key:cowgirl>><</vnline>>
<<vnmediaat "cowgirl">>
<video src="ressources/chars/farah/videos/dates/restaurant/cowgirl.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|farah_gallery1][$scene to 3]]
[[Doggy|farah_gallery1][$scene to 5]]
[[Missionary|farah_gallery1][$scene to 6]]
[[Facial - ends the scene|farah_gallery1][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnline key:doggy>><</vnline>>
<<vnmediaat "doggy">>
<video src="ressources/chars/farah/videos/dates/restaurant/doggy.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|farah_gallery1][$scene to 3]]
[[Cowgirl|farah_gallery1][$scene to 4]]
[[Missionary|farah_gallery1][$scene to 6]]
[[Facial - ends the scene|farah_gallery1][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<vndialogbox>>
<<vnline key:missionary>><</vnline>>
<<vnmediaat "missionary">>
<video src="ressources/chars/farah/videos/dates/restaurant/missionary.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|farah_gallery1][$scene to 3]]
[[Cowgirl|farah_gallery1][$scene to 4]]
[[Doggy|farah_gallery1][$scene to 5]]
[[Facial - ends the scene|farah_gallery1][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 7>>
<<vndialogbox>>
<<vnline narrator key:farah_date_facial>>Farah works your cock like a master. Before long you’re unloading all over her face.<</vnline>>
<<vnmediaat "farah_date_facial">>
<video src="ressources/chars/farah/videos/dates/restaurant/facial.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnactions>>
[[Return to Farah's gallery|Gallery]
[$galleryCharacter to "farah";
$scene to 0]]
<</vnactions>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene gte 2>>
<<removeclass "body" "farahpartyhottub">>
<<addclass "body" "farahbedroom">>
<</if>>
<<if $scene is 0>>
<<setCharLocationClass "farah">>
<<vndialogbox>>
<<vnline farah key:farah_gallery2_start>><<print $chars.player.name>>! Come here!<</vnline>>
<<vnline narrator key:farahexcited>>Farah is jumping and waving at you, calling you over the moment you lock eyes with her. Excitement is oozing out of her every action. She even has to fix her shirt after she bounces just a bit too hard once.<</vnline>>
<<vnmediaat "farahexcited">>
<video src="ressources/chars/farah/gifs/stage5/excited.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline player>>What’s up Farah? You seems hyped up.<</vnline>>
<<vnline farah>>I just heard about a huuuuge party that’s going on tonight! We like, HAVE to go together!<</vnline>>
<<vnline player>>I don’t know. It’s kind of last minute.<</vnline>>
<<vnline farah>>Please? It will be so much for if you’re there!<</vnline>>
<<vnline narrator>>Taking a moment to consider it, the positives of going pretty significantly outweigh the negatives. Farah might go overboard again. But, at least with you there you can slow her down or at least be her ride home. It’s just the better choice.<</vnline>>
<<vnline player>>Alright, sure. I’ll head home and get ready. I’ll pick you up in a little bit so we can go. Sound good?<</vnline>>
<<vnline farah>>Sounds great! Thanks <<print $chars.player.name>> you’re the best!<</vnline>>
<<vnline narrator key:scene0end>>She hugs you tightly for a moment. Her soft breasts pressing against you for the moment that her arms are wrapped around you. Letting go and almost skipping away. You need to head home to get ready. This party starts pretty soon.<</vnline>>
<<vnactionsat "scene0end">>
[[Get ready and pick Farah up|farah_gallery2][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<addclass "body" "farahpartyhottub">>
<<vndialogbox>>
<<vnline narrator key:farahparty>>The couple of hours It takes from when Farah asked you to go, to when you arrive pass by quickly. Almost as if it were just moments. You’re both dressed to party, Farah even more so than yourself. Her tube dress shows off her curves in the best way. She even takes the chance to show them off even more to you, especially when the two of you find yourselves alone by the hot tub.<</vnline>>
<<vnmediaat "farahparty">>
<video src="ressources/chars/farah/gifs/stage5/party.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline "Party Goer">>Farah! Oh my god! I haven’t seen you in forever!<</vnline>>
<<vnline farah redtubedress>>Hey girl! Yeah it’s been weird I used to see you like almost every day!<</vnline>>
<<vnline "Party Goer">>I thought for sure I’d see you at that yacht party! You said you was going for sure!<</vnline>>
<<vnline farah redtubedress>>Ohh yeah that one! No I skipped that. I actually had something better come up.<</vnline>>
<<vnline "Party Goer">>And I don’t get an invite? I’m hurt!<</vnline>>
<<vnline farah redtubedress>>It was more of a personal thing.<</vnline>>
<<vnline narrator>>The look Farah shares with you in that moment tells you that she was out on a date with you that night. She chose to spend the night with you, rather than go to a party that it seems she was pretty excited to go to. And it’s in this moment that you realize Farah has only had one drink so far tonight. Last time you saw her at a party, she had half a dozen drinks within the same time frame. It’s almost hard to believe but, it seems like she’s actually slowing down. Maybe she just needed someone to come along and show her a better time. <</vnline>>
<<vnline narrator>>Before you know it, it’s early morning. Farah is tipsy, but not wasted. She can still walk straight and she doesn’t seem to be on anything else either. It’s the most self control that she’s displayed as long as you’ve known her. <</vnline>>
<<vnline farah redtubedress key:scene1end>>You wanna get out of here? I like, kinda miss your bed right now.<</vnline>>
<<vnactionsat scene1end>>
[[Take her home|farah_gallery2][$scene to 2]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator>>Farah seems different in the best of ways. The party is still alive within her. But instead of drugs and alcohol, you’ve become a big source of the party for her. Bringing her home is starting to become pretty common. She seems to like your place more than her own. It’s not hard to see why.<</vnline>>
<<vnline farah redtubedress>>I’ll be right back.<</vnline>>
<<vnline narrator key:farah_gallery2_groping>>She heads to the bathroom. You take the chance, meanwhile, to get undressed into something more comfortable to relax and sleep in. Once your butt hits the bed, Farah steps out of the bathroom, completely nude, and carrying a bottle of baby oil. She walks over to you, slowly pouring some of the oil onto her tits, beckoning you to her with her other hand. You heed her calls, standing behind her and grabbing hold of her oiled up tits. Massaging and groping them, spreading the oil around them evenly as you enjoy the soft light brown orbs against your palms. <</vnline>>
<<vnmediaat "farah_gallery2_groping">>
<video src="ressources/chars/farah/videos/stage5/groping.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnactionsat "farah_gallery2_groping">>
[[Blowjob|farah_gallery2][$scene to 3]]
[[Doggy|farah_gallery2][$scene to 4]]
[[Reverse cowgirl|farah_gallery2][$scene to 5]]
[[Missionary|farah_gallery2][$scene to 6]]
[[Finish on her face|farah_gallery2][$scene to 7]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<galleryUnlock "farah" "stage_five">>
<<vndialogbox>>
<<vnmediaat "farah_gallery2_blowjob">>
<video src="ressources/chars/farah/videos/stage5/blowjob.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:farah_gallery2_blowjob>><</vnline>>
<<vnactions>>
[[Doggy|farah_gallery2][$scene to 4]]
[[Reverse cowgirl|farah_gallery2][$scene to 5]]
[[Missionary|farah_gallery2][$scene to 6]]
[[Finish on her face|farah_gallery2][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnmediaat "farah_gallery2_doggy">>
<video src="ressources/chars/farah/videos/stage5/doggy.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:farah_gallery2_doggy>><</vnline>>
<<vnactions>>
[[Blowjob|farah_gallery2][$scene to 3]]
[[Reverse cowgirl|farah_gallery2][$scene to 5]]
[[Missionary|farah_gallery2][$scene to 6]]
[[Finish on her face|farah_gallery2][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnmediaat "farah_gallery2_revcowgirl">>
<video src="ressources/chars/farah/videos/stage5/revcowgirl.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:farah_gallery2_revcowgirl>><</vnline>>
<<vnactions>>
[[Blowjob|farah_gallery2][$scene to 3]]
[[Doggy|farah_gallery2][$scene to 4]]
[[Missionary|farah_gallery2][$scene to 6]]
[[Finish on her face|farah_gallery2][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<vndialogbox>>
<<vnmediaat "farah_gallery2_missionary">>
<video src="ressources/chars/farah/videos/stage5/missionary.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:farah_gallery2_missionary>><</vnline>>
<<vnactions>>
[[Blowjob|farah_gallery2][$scene to 3]]
[[Doggy|farah_gallery2][$scene to 4]]
[[Reverse cowgirl|farah_gallery2][$scene to 5]]
[[Finish on her face|farah_gallery2][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 7>>
<<vndialogbox>>
<<vnline narrator key:farah_gallery2_facial>>The hot and heavy session ends with you unloading all over her face. Farah wipes your load from her skin into her mouth. Savoring the flavor. <</vnline>>
<<vnmediaat "farah_gallery2_facial">>
<video src="ressources/chars/farah/videos/stage5/facial.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline narrator>>Just minutes after this, you fall asleep in each other’s arms. Completely exhausted from a full and exciting day.<</vnline>>
<<vnactions>>
[[Return to Farah's gallery|Gallery]
[$galleryCharacter to "farah";
$scene to 0]]
<</vnactions>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene gte 1>>
<<removeclass "body" restaurant>>
<<if $chars.player.housing.bighouse is 1>><<set _bg to "bighouse-livingroom">><<elseif $chars.player.housing.smallhouse is 1>><<set _bg to "smallhouse-livingroom">><<elseif $chars.player.housing.modernapartments is 1>><<set _bg to "modernapartments-livingroom">><<elseif $chars.player.housing.trashyapartment is 1>><<set _bg to "trashyapartment-livingroom">><</if>>
<<addclass "body" _bg>>
<</if>>
<<if $scene is 0>>
<<vndialogbox>>
<<addclass "body" restaurant>>
<<vnline narrator>>The restaurant is serene, cozy, and made all the better by Farah’s company. The food is delicious and your date is a sight to behold. These things are always constants when you take her out. And yet, it never gets old. Not even in the slightest. In fact, you’ve lost count of how many times you’ve had this exact same conversation with her. It’s still just as interesting as the first time.<</vnline>>
<<vnline player>>I’m telling you, Jazz has been around for so long. It’s the absolute best music to dance too. You can slow dance to it, just as easily as you can go all out and party to it.<</vnline>>
<<vnline farah>>I party so much more than you! You like, HAVE to trust me on this. The best is house music! It’s like lab made to dance to. It gets your heart pumping!<</vnline>>
<<vnline player>>I think that’s more the cocaine that people take in the bathroom than the music.<</vnline>>
<<vnline farah>>Two things can be true.<</vnline>>
<<vnline narrator key:takeherback>>Going back and forth on a discussion like that is just fun. Knowing that you’ll probably never agree with her on this, and she probably won’t agree with you. But that’s okay. Somehow, knowing that you don’t agree on this just makes everything else that you do agree on and share together so much more meaningful and valuable. It’s the joy of dating. That, and what happens when you take her back to your place after the meal is finished. <</vnline>>
<<vnactionsat "takeherback">>
[[Take her back to your place|farah_gallery3][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<galleryUnlock "farah" "restaurant_date">>
<<vndialogbox>>
<<vnline narrator key:blowjob>>As soon as you pass the door, she kisses you. After a while, shet gets on her knees and unzip your pants. She then starts blowing your cock.<</vnline>>
<<vnmediaat "blowjob">>
<video src="ressources/chars/farah/videos/dates/restaurant/blowjob.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnactions>>
[[Cowgirl|farah_gallery3][$scene to 2]]
[[Doggy|farah_gallery3][$scene to 3]]
[[Missionary|farah_gallery3][$scene to 4]]
[[Finish on her face|farah_gallery3][$scene to 5]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline key:cowgirl>><</vnline>>
<<vnmediaat "cowgirl">>
<video src="ressources/chars/farah/videos/dates/restaurant/cowgirl.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|farah_gallery3][$scene to 1]]
[[Doggy|farah_gallery3][$scene to 3]]
[[Missionary|farah_gallery3][$scene to 4]]
[[Finish on her face|farah_gallery3][$scene to 5]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnline key:doggy>><</vnline>>
<<vnmediaat "doggy">>
<video src="ressources/chars/farah/videos/dates/restaurant/doggy.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|farah_gallery3][$scene to 1]]
[[Cowgirl|farah_gallery3][$scene to 2]]
[[Missionary|farah_gallery3][$scene to 4]]
[[Finish on her face|farah_gallery3][$scene to 5]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnline key:missionary>><</vnline>>
<<vnmediaat "missionary">>
<video src="ressources/chars/farah/videos/dates/restaurant/missionary.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|farah_gallery3][$scene to 1]]
[[Cowgirl|farah_gallery3][$scene to 2]]
[[Doggy|farah_gallery3][$scene to 3]]
[[Finish on her face|farah_gallery3][$scene to 5]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnline narrator key:facial>>The hot and heavy session ends with you unloading all over her face. Farah wipes your load from her skin into her mouth. Savoring the flavor.<</vnline>>
<<vnmediaat "facial">>
<video src="ressources/chars/farah/videos/dates/restaurant/facial.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnline narrator key:final>>Farah heads out after this. Another date has gone by. And it being over is bittersweet. This fun event ends, but it means the next one is closer than it was just a moment ago.<</vnline>>
<<vnactionsa>>
[[Return to Farah's gallery|Gallery]
[$galleryCharacter to "farah";
$scene to 0]]
<</vnactions>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator>>A burning hot pain spreads across your shirt and a plush bump pushes you back a step. One step into the coffee shop was all it took for you to bump into someone. Her coffee spilled everywhere all over your shirt. It’s so hot you have to pull it off your skin and shake it just to get some relief. Looking down, the girl seems to have fallen onto her ass. She looks up at you with tired eyes over her large sunglasses. The sunglasses indoors, the disheveled twin-tails, and slutty club dress all tell you that this girl is hungover and recovering from one hell of a night out. <</vnline>>
<<vnline player>>Oh crap, are you okay?<</vnline>>
<<vnline farah>>No. But I’m alive. I think. I hope. Probably.<</vnline>>
<<vnline narrator>>You offer her a hand and pull her up to her feet.<</vnline>>
<<vnline farah>>I’m like, so sorry. I didn’t see you at all.<</vnline>>
<<vnline player>>Yeah me too. It’s like we both appeared from thin air just at the right time to slam into each other.<</vnline>>
<<vnline narrator>>She giggles a bit, her very large chest jiggling from her laughter. It’s now that you get a good look at her completely. And can’t help but gawk a bit at how attractive she is from top to bottom.<</vnline>>
<<vnline farah smiling>>Not the type of slam I usually do with cute guys.<</vnline>>
<<vnline player>>Calling me cute to distract from my ruined shirt, or do you really mean it?<</vnline>>
<<vnline farah>>Maybe a bit of both.<</vnline>>
<<vnline narrator>>She bats her eyelashes at you playfully. Giggling at the end of her teasing response. But then suddenly reaching up and holding onto her head. She pushes her sunglasses back onto her face. <</vnline>>
<<vnline farah>>Ugh, I need this headache gone like, yesterday.<</vnline>>
<<vnline player>>How about I get you a new coffee? We can sit and talk a bit. At least until that headache goes away.<</vnline>>
<<vnline farah>>Sounds good to me! I’m Farah by the way, Farah Amirah!<</vnline>>
<<vnline player key:coffeesinhand>>I’m <<print $chars.player.firstName>>, nice to meet you.<</vnline>>
<<vnactionsat "coffeesinhand">>
[[Coffees in hand, you grab a table with her|farah_introduction][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline farah>>So like, what do you do for work?<</vnline>>
<<vnline farah>>That’s like, so smart! I’m a stripper!<</vnline>>
<<vnline player>>You definitely have the body for that.<</vnline>>
<<vnline farah>>That’s so sweet, thank you!<</vnline>>
<<vnline narrator>>She pulls a flask out from her purse and begins pouring a brown liquid into her coffee. The smell of whiskey is unmistakable. <</vnline>>
<<if $chars.player.strength gte 4>>
<<vnline farah>>You don’t look too bad yourself. You must work out.<</vnline>>
<<vnline player>>Yeah, I try to hit the gym when I can. It’s good that it’s making a difference.<</vnline>>
<</if>>
<<vnline player>>I thought you were trying to cure a hangover, not start a new one.<</vnline>>
<<vnline farah>>Can’t be hungover if you’re drunk, right?<</vnline>>
<<vnline narrator>>She wiggles her head at you playfully, making her twin-tails bounce before taking a sip.<</vnline>>
<<vnline player>>But what if you’re just delaying the hangovers? Maybe when you eventually stop they’ll all hit you at once!<</vnline>>
<<vnline narrator>>She does a fake gasp.<</vnline>>
<<vnline farah>>Oh my gosh, a SUPER hangover!<</vnline>>
<<vnline player>>That has to be fatal.<</vnline>>
<<vnline farah>>Guess I’ll have to keep drinking then. So I never find out.<</vnline>>
<<vnline narrator>>You share another laugh. Then Farah begins rifling through her purse for a bit. Pulling out a pen and an old receipt. She writes her name and phone number on it, sliding it over to you.<</vnline>>
<<vnline farah>>Call me. We should party some time.<</vnline>>
<<vnline player>>Sounds like a good idea.<</vnline>>
<<vnline narrator key:Leave>>Farah gets up with the rest of her coffee and heads out. You hate to see her leave. But you love to watch her big booty go. Hopefully, you’ll see her around more from now on. <<relationgain "farah">><</vnline>>
<<vnactionsat "Leave">>
[[Leave|CityMap][$scene to 0;$chars.farah.objectives.introduction.completed to 1]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnactions>>
<<link "Leave" "CityMap">><<set $scene to 0>><<relationgain "farah">>
<<addhours 1>><</link>>
<</vnactions>>
<<if $scene is 0>>
<<vnline farah>>Oh, I was like, born here. My mom too. My dad is from the middle east though.<</vnline>>
<<elseif $scene is 1>>
<<vnline farah>>I love it! People pay me to get naked. Can you believe that? Give me enough shots and maybe some weed and I’ll do that for free.<</vnline>>
<<elseif $scene is 2>>
<<vnline farah>>That’s like, asking me to pick a favorite child! No, actually, I’m wrong. It’s totally absinthe. Sometimes it feels like I get shrooms and a drink at once!<</vnline>>
<<elseif $scene is 3>>
<<vnline farah>>I totally love that you keep trying. But no, not yet. Maybe soon though!<</vnline>>
<<elseif $scene is 4>>
<<vnline farah>><<print $chars.player.firstName>>, like, if you wanna fool around just ask me out instead. You know we always end up in bed after.<</vnline>>
<</if>>
<</vndialogbox>>
<<setCharLocationClass "farah">>
<</nobr>><<nobr>>
<<setCharLocationClass "farah">>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline farah>>What’s this for?<</vnline>>
<<vnline player>>It’s a gesture. I’m apologizing for yelling at you, when I spoke to you on that park bench. I shouldn’t have raised my voice like that.<</vnline>>
<<vnline farah>>Oh… Thanks. It like, means a lot that you’d do this.<</vnline>>
<<vnline player>>Don’t mention it. My opinions on what you’re doing, isn’t an excuse to act like that.<</vnline>>
<<vnline narrator>>She smiles slightly. Softened by the effort you’re putting in. <</vnline>>
<<vnline player>>If I can, I’d like to ask you something about what you said that day.<</vnline>>
<<vnline farah>>Uh are you still on this? What’s the point of this apology if you’re just gonna like, keep pestering me?<</vnline>>
<<vnline player>>I’m not, it isn’t that. I just don’t really understand what you meant when you said that you have to make the most of your time while you can.<</vnline>>
<<vnline narrator>>Farah rolls her eyes, not wanting to get into the discussion. But she answers anyway.<</vnline>>
<<vnline farah>>I’m not an idiot. I know I can’t keep partying forever. I’ll get old, tired, and boring, eugh.<</vnline>>
<<vnline narrator>>You can’t help but chuckle at how she recoils from just the thought.<</vnline>>
<<vnline farah>>I’m gonna make the most of it while I can. I have like NO CLUE when I’ll have to stop. So I’m gonna make every day count.<</vnline>>
<<vnline player>>If you slow down, maybe you can keep going even longer though.<</vnline>>
<<vnline farah>>And maybe it makes me struggle to handle it even more. Like, lower my tolerance or something.<</vnline>>
<<vnline player>>Yeah, maybe. Thing is, I think you’re pretty cool. So I’m not trying to judge you when I say this stuff. I’m just, hoping for the best for you.<</vnline>>
<<vnline farah>>It’s sweet, but not needed. I know what I’m doing. Trust me.<</vnline>>
<<vnline player>>Okay, I will. I promise. So what are you doing? Tonight, specifically I mean. If you don’t have plans, I’d really like to take you out.<</vnline>>
<<vnline narrator>>She grimaces a bit. Uncertainty all over her face. <</vnline>>
<<vnline farah>>I’m not sure. I- Like listen, I think you’re cool too. I don’t wanna lead you on or nothing though. I don’t date anyone until I’m sure I see a future with them. And I’m not sure with you. Not yet.<</vnline>>
<<vnline player>>I get it. We haven’t been talking or hanging around long. Maybe I’ll ask again after we’ve had the chance to hang out more.<</vnline>>
<<vnline farah>>Maybe I’ll say yes then.<</vnline>>
<<vnline narrator key:farahrelationgain>>The two of you continue to talk for a little bit before going your separate ways. Seems like you need to get closer to her before she’ll agree to go out with you. If that’s what you want, then that’s what you need to do. Sooner or later, she’ll give you a chance. You’re sure of it. <<relationgain "farah">> <<set $chars.farah.objectives.stage_three.completed to 1>><</vnline>>
<<vnactionsat "farahrelationgain">>
[[Leave|CityMap][$scene to 0;$chars.farah.objectives.stage_three.completed to 1]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<set _currenthousing to getCurrentHousing()>>
<<set _bg to _currenthousing + "-livingroom">>
<<if $scene is 0>>
<<setCharLocationClass "farah">>
<<elseif $scene is 1>>
<<removeclass "body" _bg>>
<<addclass "body" restaurantfarahgreendress>>
<<elseif $scene is gte 2>>
<<removeclass "body" restaurantfarahgreendress>>
<<addclass "body" _bg>>
<</if>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline farah>>Ya know what? Yeah, sure! Let’s go out!<</vnline>>
<<vnline player>>Awesome! Glad to see that you’re finally ready to go on a real date with me.<</vnline>>
<<vnline farah>>I was like, really close to saying yes last time. I’m sure now. You kept asking. That’s how I can know you’re in it long term.<</vnline>>
<<vnline player>>I am, assuming we keep gelling so well. I can be persistent when I know what I want.<</vnline>>
<<vnline farah>>I’ve noticed. Pick me up at eight tonight.<</vnline>>
<<vnline player>>Will do. See you then.<</vnline>>
<<vnline narrator key:takefarahout>>You go your separate ways for now. It’s time to shower and shave. Then get into the best suit you own to take Farah on a proper first date. A quick call to a restaurant uptown is all it takes to secure a table. It will make a good surprise, considering how highly rated the place is. All that’s left to do is actually go out on the date.<</vnline>>
<<vnactionsat "takefarahout">>
[[Take Farah out|farah_stage4][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnmediaat "farah_date">>
[img["ressources/chars/farah/images/dates/date1.webp"]]
<</vnmediaat>>
<<vnline narrator key:farah_date>>Farah dressed to impress. Her outfit is just the right mixture of classy and sexy that it’s nearly impossible to keep your eyes off her. Thankfully, her eyes are easy enough to get lost in, that they keep you from staring at her cleavage all night like a chump. The dinner itself is rather calm. It’s peaceful, yet fun. The food is delicious and is only out matched by the quality of the conversation. A moment doesn’t path that isn’t filled with stories, thoughts, feelings, and anecdotes as you learn more and more about one another. Speaking with her as easily as you would someone that you’ve known you’re entire life. When the meal is over, you invite her back to your place to relax together for a bit. And it’s here where things get truly deep with her. <</vnline>>
<<vnactionsat "farah_date">>
[[Take her to your place|farah_stage4][$scene to 2]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline farah greendresssmiling>>I can’t remember the last date I went on that didn’t suck. This has been like, so much fun.<</vnline>>
<<vnline narrator>>You hand her a cup of warm tea as you join her on your couch. Sitting close to her, and enjoying the smile grow on her face as she enjoys the taste of the drink. Her eyes suddenly go wide though. As if she forgot something really important.<</vnline>>
<<vnline player>>Something wrong? Did you leave something at the restaurant?<</vnline>>
<<vnline farah greendress>>Hmm? Oh no, no. I’m okay. I just like…<</vnline>>
<<vnline narrator>>She pauses for a minute, as if unsure of how to phrase what she is going to say next.<</vnline>>
<<vnline farah greendress>>I just now realized that we haven’t been drinking tonight.<</vnline>>
<<vnline player>>Is that a bad thing? I hope I’m not so boring that you would need a drink to get through the date.<</vnline>>
<<vnline farah greendress>>NO! That’s just it! Every time I go out, partying, or on dates, whatever, I always drink. Like, I don’t even think about it. Especially dates, like, some guys can be such snooze fests. We sat down and I ordered a water. I didn’t even think about getting wine. It’s so unlike me.<</vnline>>
<<vnline player>>Maybe. But you had a great time, I hope. Maybe you can have even more fun when you don’t go so hard.<</vnline>>
<<vnline farah greendress>>If I can, it’s only because of you. I never have as much fun as I had tonight without something to take the edge off.<</vnline>>
<<vnline player>>I think you just need to find the people that don’t put you on edge to begin with.<</vnline>>
<<vnline narrator>>She playfully raises her cup of tea towards you, clearly intending to cheers with you.<</vnline>>
<<vnline farah greendresssmiling>>Like that, is an idea I can drink too.<</vnline>>
<<vnline narrator>>You tap the cups together and down some more tea. Enjoying how soothing the chamomile is.<</vnline>>
<<vnline farah greendresssmiling>>It’s a good thing the night isn’t over yet.<</vnline>>
<<vnline player>>Why is that?<</vnline>>
<<vnline farah greendresssmiling>>There’s like, so much more fun we can have.<</vnline>>
<<vnline narrator key:farah_date_blowjob>>Before you can even ask her what she means, Farah stands up from the couch, and steps in front of you. Moving in a slow, sensual, and saucy manner. She drops her dress and let’s you admire her curves for just a moment before kneeling down and pushing your legs apart. Her hands tease their way up along your thighs. Reaching the buckle of your belt, and pulling your pants open with deft moves of her fingers. Farah reaches in and pulls your cock out from within. Only a couple strokes is all it takes for you to grow hard. And then, as if she had been waiting to do this all evening, she lowers her head to your groin, wrap her lips around your cock and sucks with passionate vigor.<</vnline>>
<<vnactionsat "farah_date_blowjob">>
[[Continue|farah_stage4][$scene to 3]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<galleryUnlock "farah" "stage_four">>
<<vndialogbox>>
<<vnline key:blowjob>><</vnline>>
<<vnmediaat "blowjob">>
<video src="ressources/chars/farah/videos/dates/restaurant/blowjob.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnactions>>
[[Cowgirl|farah_stage4][$scene to 4]]
[[Doggy|farah_stage4][$scene to 5]]
[[Missionary|farah_stage4][$scene to 6]]
[[Facial - ends the scene|farah_stage4][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnline key:cowgirl>><</vnline>>
<<vnmediaat "cowgirl">>
<video src="ressources/chars/farah/videos/dates/restaurant/cowgirl.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|farah_stage4][$scene to 3]]
[[Doggy|farah_stage4][$scene to 5]]
[[Missionary|farah_stage4][$scene to 6]]
[[Facial - ends the scene|farah_stage4][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnline key:doggy>><</vnline>>
<<vnmediaat "doggy">>
<video src="ressources/chars/farah/videos/dates/restaurant/doggy.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|farah_stage4][$scene to 3]]
[[Cowgirl|farah_stage4][$scene to 4]]
[[Missionary|farah_stage4][$scene to 6]]
[[Facial - ends the scene|farah_stage4][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<vndialogbox>>
<<vnline key:missionary>><</vnline>>
<<vnmediaat "missionary">>
<video src="ressources/chars/farah/videos/dates/restaurant/missionary.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|farah_stage4][$scene to 3]]
[[Cowgirl|farah_stage4][$scene to 4]]
[[Doggy|farah_stage4][$scene to 5]]
[[Facial - ends the scene|farah_stage4][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 7>>
<<vndialogbox>>
<<vnline narrator key:farah_date_facial>>Farah works your cock like a master. Before long you’re unloading all over her face.<</vnline>>
<<vnmediaat "farah_date_facial">>
<video src="ressources/chars/farah/videos/dates/restaurant/facial.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline narrator key:farah_date_end>>Farah stands to clean herself up. Returning. wearing only one of your larger tee shirts. You follow her to the bedroom. Where you both curl up and fall asleep together. Resting for the night, and knowing that come the morning you’ll go your separate ways. Thankfully it will happen with the knowledge that you’ll certainly be seeing her again soon. This is the type of party that gets better when done every night of the week. And now you can do it much more often. <<relationgain "farah">> <<NextDay>><</vnline>>
<<vnactionsat "farah_date_end">>
[[You fall asleep|CityMap][$scene to 4;$chars.farah.objectives.stage_four.completed to 1]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene gte 2>>
<<removeclass "body" "farahpartyhottub">>
<<addclass "body" "farahbedroom">>
<</if>>
<<if $scene is 0>>
<<setCharLocationClass "farah">>
<<vndialogbox>>
<<vnline farah key:farah_stage5_start>><<print $chars.player.name>>! Come here!<</vnline>>
<<vnline narrator key:farahexcited>>Farah is jumping and waving at you, calling you over the moment you lock eyes with her. Excitement is oozing out of her every action. She even has to fix her shirt after she bounces just a bit too hard once.<</vnline>>
<<vnmediaat "farahexcited">>
<video src="ressources/chars/farah/gifs/stage5/excited.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline player>>What’s up Farah? You seems hyped up.<</vnline>>
<<vnline farah>>I just heard about a huuuuge party that’s going on tonight! We like, HAVE to go together!<</vnline>>
<<vnline player>>I don’t know. It’s kind of last minute.<</vnline>>
<<vnline farah>>Please? It will be so much for if you’re there!<</vnline>>
<<vnline narrator>>Taking a moment to consider it, the positives of going pretty significantly outweigh the negatives. Farah might go overboard again. But, at least with you there you can slow her down or at least be her ride home. It’s just the better choice.<</vnline>>
<<vnline player>>Alright, sure. I’ll head home and get ready. I’ll pick you up in a little bit so we can go. Sound good?<</vnline>>
<<vnline farah>>Sounds great! Thanks <<print $chars.player.name>> you’re the best!<</vnline>>
<<vnline narrator key:scene0end>>She hugs you tightly for a moment. Her soft breasts pressing against you for the moment that her arms are wrapped around you. Letting go and almost skipping away. You need to head home to get ready. This party starts pretty soon.<</vnline>>
<<vnactionsat "scene0end">>
[[Get ready and pick Farah up|farah_stage5][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<addclass "body" "farahpartyhottub">>
<<vndialogbox>>
<<vnline narrator key:farahparty>>The couple of hours It takes from when Farah asked you to go, to when you arrive pass by quickly. Almost as if it were just moments. You’re both dressed to party, Farah even more so than yourself. Her tube dress shows off her curves in the best way. She even takes the chance to show them off even more to you, especially when the two of you find yourselves alone by the hot tub.<</vnline>>
<<vnmediaat "farahparty">>
<video src="ressources/chars/farah/gifs/stage5/party.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline "Party Goer">>Farah! Oh my god! I haven’t seen you in forever!<</vnline>>
<<vnline farah redtubedress>>Hey girl! Yeah it’s been weird I used to see you like almost every day!<</vnline>>
<<vnline "Party Goer">>I thought for sure I’d see you at that yacht party! You said you was going for sure!<</vnline>>
<<vnline farah redtubedress>>Ohh yeah that one! No I skipped that. I actually had something better come up.<</vnline>>
<<vnline "Party Goer">>And I don’t get an invite? I’m hurt!<</vnline>>
<<vnline farah redtubedress>>It was more of a personal thing.<</vnline>>
<<vnline narrator>>The look Farah shares with you in that moment tells you that she was out on a date with you that night. She chose to spend the night with you, rather than go to a party that it seems she was pretty excited to go to. And it’s in this moment that you realize Farah has only had one drink so far tonight. Last time you saw her at a party, she had half a dozen drinks within the same time frame. It’s almost hard to believe but, it seems like she’s actually slowing down. Maybe she just needed someone to come along and show her a better time. <</vnline>>
<<vnline narrator>>Before you know it, it’s early morning. Farah is tipsy, but not wasted. She can still walk straight and she doesn’t seem to be on anything else either. It’s the most self control that she’s displayed as long as you’ve known her. <</vnline>>
<<vnline farah redtubedress key:scene1end>>You wanna get out of here? I like, kinda miss your bed right now.<</vnline>>
<<vnactionsat scene1end>>
[[Take her home|farah_stage5][$scene to 2]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator>>Farah seems different in the best of ways. The party is still alive within her. But instead of drugs and alcohol, you’ve become a big source of the party for her. Bringing her home is starting to become pretty common. She seems to like your place more than her own. It’s not hard to see why.<</vnline>>
<<vnline farah redtubedress>>I’ll be right back.<</vnline>>
<<vnline narrator key:farah_stage5_groping>>She heads to the bathroom. You take the chance, meanwhile, to get undressed into something more comfortable to relax and sleep in. Once your butt hits the bed, Farah steps out of the bathroom, completely nude, and carrying a bottle of baby oil. She walks over to you, slowly pouring some of the oil onto her tits, beckoning you to her with her other hand. You heed her calls, standing behind her and grabbing hold of her oiled up tits. Massaging and groping them, spreading the oil around them evenly as you enjoy the soft light brown orbs against your palms. <</vnline>>
<<vnmediaat "farah_stage5_groping">>
<video src="ressources/chars/farah/videos/stage5/groping.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnactionsat "farah_stage5_groping">>
[[Blowjob|farah_stage5][$scene to 3]]
[[Doggy|farah_stage5][$scene to 4]]
[[Reverse cowgirl|farah_stage5][$scene to 5]]
[[Missionary|farah_stage5][$scene to 6]]
[[Finish on her face|farah_stage5][$scene to 7]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<galleryUnlock "farah" "stage_five">>
<<vndialogbox>>
<<vnmediaat "farah_stage5_blowjob">>
<video src="ressources/chars/farah/videos/stage5/blowjob.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:farah_stage5_blowjob>><</vnline>>
<<vnactions>>
[[Doggy|farah_stage5][$scene to 4]]
[[Reverse cowgirl|farah_stage5][$scene to 5]]
[[Missionary|farah_stage5][$scene to 6]]
[[Finish on her face|farah_stage5][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnmediaat "farah_stage5_doggy">>
<video src="ressources/chars/farah/videos/stage5/doggy.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:farah_stage5_doggy>><</vnline>>
<<vnactions>>
[[Blowjob|farah_stage5][$scene to 3]]
[[Reverse cowgirl|farah_stage5][$scene to 5]]
[[Missionary|farah_stage5][$scene to 6]]
[[Finish on her face|farah_stage5][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnmediaat "farah_stage5_revcowgirl">>
<video src="ressources/chars/farah/videos/stage5/revcowgirl.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:farah_stage5_revcowgirl>><</vnline>>
<<vnactions>>
[[Blowjob|farah_stage5][$scene to 3]]
[[Doggy|farah_stage5][$scene to 4]]
[[Missionary|farah_stage5][$scene to 6]]
[[Finish on her face|farah_stage5][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<vndialogbox>>
<<vnmediaat "farah_stage5_missionary">>
<video src="ressources/chars/farah/videos/stage5/missionary.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:farah_stage5_missionary>><</vnline>>
<<vnactions>>
[[Blowjob|farah_stage5][$scene to 3]]
[[Doggy|farah_stage5][$scene to 4]]
[[Reverse cowgirl|farah_stage5][$scene to 5]]
[[Finish on her face|farah_stage5][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 7>>
<<vndialogbox>>
<<vnline narrator key:farah_stage5_facial>>The hot and heavy session ends with you unloading all over her face. Farah wipes your load from her skin into her mouth. Savoring the flavor. <</vnline>>
<<vnmediaat "farah_stage5_facial">>
<video src="ressources/chars/farah/videos/stage5/facial.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline narrator>>Just minutes after this, you fall asleep in each other’s arms. Completely exhausted from a full and exciting day.<</vnline>>
<<vnactions>>
[[Continue|farah_stage5][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 8>>
<<vndialogbox>>
<<vnline narrator>>The next morning you’re disappointed to wake up to an empty bed. The sounds and smells of coffee draw you out into the kitchen. Where Farah is pouring coffee into a pair of mugs. <</vnline>>
<<vnline farah redtubedress>>Damn. I was hoping to surprise you in bed.<</vnline>>
<<vnline player>>This is plenty good. Thank you.<</vnline>>
<<vnline narrator>>You give her an appreciative kiss as you take the mug from her. Taking a sip and letting the warmth of the drink fill you. Farah never takes her eyes off you. Seemingly there is something on her mind. And it’s taking some time for her to get it out.<</vnline>>
<<vnline farah redtubedress>>So… What are we?<</vnline>>
<<vnline player>>People? I’m not sure what you mean.<</vnline>>
<<vnline farah redtubedress>>Like, are we a couple? Friends? Bang buddies?<</vnline>>
<<vnline player>>I’d definitely say we’re friends no matter what. But, did you want to be a couple?<</vnline>>
<<vnline farah redtubedress key:farah_gf_choice>>I dunno. Maybe a little. Do you wanna be a couple?<</vnline>>
<<vnactionsat "farah_gf_choice">>
<div class="warning-choice">@@font-weight:bold;WARNING! The next choice has significant consequence. Becoming exclusive with a girl offers benefits, but also risks. Progressing too far, or being caught dating other girls may cause significant conflict, depending on the girls in question. Choose wisely!@@
@@font-style:italic;(This system is not currently present, and will be added in the future. Your choice now, will still be noted in your save file.)@@</div>
[[Start an exclusive relationship with Farah|farah_stage5][$scene to 9]]
[[Keep it casual with Farah|farah_stage5][$scene to 10]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 9>>
<<vndialogbox>>
<<vnline player>>Yeah actually. I think I’d really like that.<</vnline>>
<<vnline narrator>>Farah smiles wide.<</vnline>>
<<vnline farah redtubedress>>I’d like that too. Something about you being all mine, I totally love it.<</vnline>>
<<vnline player>>Yeah. I can’t think of anyone else I’d rather be with than you. Like you said before, with how you said you could see us being together long term. I finally get exactly what you meant. I’m seeing it too.<</vnline>>
<<vnline narrator key:farah_s5_exclusive>>Farah responds with just a kiss. A deep passionate embrace that seals this moment as the start of a new and beautiful relationship. Farah has become your girlfriend! <<farahrelationgain>> <<set $chars.player.girlfriend to "Farah">> <<set $chars.farah.objectives.stage_five.completed to 1>> <<NextDay>><</vnline>>
<<vnactionsat "farah_s5_exclusive">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 10>>
<<vndialogbox>>
<<vnline player>>I don’t think I’m ready to make that sort of commitment. Maybe at some point in the future, but right now it wouldn’t be fair to you to turn this into something exclusive if I’m not sure.<</vnline>>
<<vnline narrator>>Farah's expression stays mostly neutral.<</vnline>>
<<vnline farah redtubedress>>I get that. At least you’re honest about it. Some guys I’ve dated straight up like, lied to my face about that sort of thing.<</vnline>>
<<vnline player>>That’s gross. I won’t lie to you. Especially since I am still having fun with you. And maybe it could become something more down the line. But right now, if you’re cool with it, I just wanna keep things as they are.<</vnline>>
<<vnline farah redtubedress>>Like totally! I love going out with you. Call me any time. I’m like, always down.<</vnline>>
<<vnline narrator key:farah_s5_casual>>A quick hug with Farah is almost as warming as the coffee. She's a good friend. And it's great to see that you were able to help her change for the better. <<farahrelationgain>> <<set $chars.farah.objectives.stage_five.completed to 1>> <<NextDay>><</vnline>>
<<vnactionsat "farah_s5_casual">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator key:farahbeachparty>>It’s getting late, the sun is just starting to set. In a few hours the beach is going to be closed off to the public for the night. So the almost daily bonfires and beach parties are in full swing. Always running until the police come to tell everyone to go home. The sight of a familiar face, and body, draws you over to one party in particular. One that’s sporting a lime green bikini that looks like it might just fall off at any moment.<</vnline>>
<<vnmediaat "farahbeachparty">>
[img["ressources/chars/farah/images/farah_beach_party.webp"]]
<</vnmediaat>>
<<vnline narrator>>Farah dances around, shaking her big tits around. Moving around the fire and stumbling a bit every few feet. Getting close the smell of alcohol really hits your nose hard. And the smell of weed hits not long after. At the same time, Farah notices you and waves giddily.<</vnline>>
<<vnline farah>><<print $chars.player.firstName>>! Over here! Come party with me!<</vnline>>
<<vnline narrator>>She’s completely sloshed. She’s slurring her words and appears to be one bad move away from face planting.<</vnline>>
<<vnline player>>Hey Farah. Having fun?<</vnline>>
<<vnline farah>>Like, so much! C’mon! Come dance with me!<</vnline>>
<<vnline narrator>>Farah shakes a bit along with the music. It’s hard to tell which music she’s dancing along too. At least four different speakers are all playing different songs. So you just move in rhythm with her rather than any song in particular. Pretty soon she is leaning against you instead of dancing. And it feels like you’re holding her up more than she’s standing on her own. Feels like she could completely pass out at any moment. <</vnline>>
<<vnline player>>Come on Farah. Let’s get you home to get some sleep.<</vnline>>
<<vnline narrator key:farahflash>>She is a bit too gone to really argue. Once you are able to get her address from her, you bring her back. She lives in the Lofts section of Downtown. Closer to the beach than the rest of it. So there’s a bit of luck there. Once her things are collected, you drive her home. Holding her up in the elevator and along the hall until you reach the front door of her apartment. She is so close to falling asleep that you have to help her get changed. Pulling her bikini off before grabbing her something comfortable to sleep in. You try not to stare, but her body is hard to not admire. <<removeclass "body" "beach">> <<addclass "body" "modernapartments-bedroom">><</vnline>>
<<vnmediaat "farahflash">>
[img["ressources/chars/farah/images/farah_flash.webp"]]
<</vnmediaat>>
<<vnline narrator key:nextmorning>>Once she’s dressed for bed, and gets under the covers, Farah goes out like a light. Snoring like a chainsaw almost instantly. It’s really late. And it’d be better if you stick around just in case she needs help at some point over the course of the night. People who get that drunk rarely manage to go through the evening without all of that booze coming back up. So you grab a seat on her couch. It’s not the most comfortable place to sleep. But it’s enough. You close your eyes, and drift off.<</vnline>>
<<vnactionsat "nextmorning">>
[[The next morning|farah_stage_one][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline narrator key:farahmorning>>The smell of a greasy egg sandwich hits your nose and jolts you awake. You get up from the couch and see Farah walking over from the front door of her apartment, over to her kitchen counter. She places the bag onto the counter, turns, and leans against it. Looking at you down her nose, inquisitively. Looking somewhat suspicious. <<removeclass "body" "beach">> <<addclass "body" "modernapartment-kitchen">> <</vnline>>
<<vnmediaat "farahmorning">>
[img["ressources/chars/farah/images/farah_morning.webp"]]
<</vnmediaat>>
<<vnline farah>>Good morning. Why are you here?<</vnline>>
<<vnline narrator>>Her voice is groggy and she sounds like she’s only been awake for about five minutes.<</vnline>>
<<vnline player>>Don’t remember much from last night, do you?<</vnline>>
<<vnline farah>>I rarely do. I remember dancing with you. Then like, waking up in my bed.<</vnline>>
<<vnline player>>You were really drunk. So I brought you home and put you in bed. I stuck around just in case.<</vnline>>
<<vnline narrator>>She looks you up and down for a moment. Trying to find some hint that you’re lying or are omitting something from your answer. Until suddenly, her expression softens completely.<</vnline>>
<<vnline farah>>Okay. C’mere, I got us brekkie sandwiches.<</vnline>>
<<vnline player>>Thanks. They smell great.<</vnline>>
<<vnline farah>>I’ll be right back.<</vnline>>
<<vnline narrator>>Farah heads off back towards her bedroom. You hear the bathroom door closing. While she’s away you pull the sandwiches out and place them both on on some paper towels so they are out and ready when she gets back. Which, doesn’t take long. She’s in there for maybe thirty seconds at most. And when she gets back, she is smiling wide and is much perkier and more chipper than she was a moment ago.<</vnline>>
<<vnline farah>>Oh you set it all up for us? That’s like, soooo sweet!<</vnline>>
<<vnline player>>It’s no big deal. You got the food. I just unwrapped it. Barely compares.<</vnline>>
<<vnline farah>>You didn’t have to do it. So that makes it sweet!<</vnline>>
<<vnline narrator>>She starts eating her sandwich. Moaning into it as she takes a bite. As if it’s the first thing she’s eaten in days. Actually, with how clean her kitchen looks, something tells you that it might be. Between that, he drinking, and whatever she did in the bathroom to perk up so quick, it’s hard to ignore these types of warning signs. <</vnline>>
<<vnline player>>Hey, I don’t want to overstep or anything. But do you mind if I ask about some of your habits?<</vnline>>
<<vnline farah>>Ask away! I’m an open book.<</vnline>>
<<vnline player>>How come you drink, and party so much? Seems like you really like to go hard with the substances.<</vnline>>
<<vnline farah>>Oh I LOVE it. I’ll take almost anything. Unless it’s from some like, skeezy guy. Have you ever been to the slums? There’s some dude in an alley there who always tries to sell stuff to me. So gross.<</vnline>>
<<vnline player>>Is it really just that you like it? You go pretty hard. I had to bring you home last night, and if I’m honest, I’m a little worried how that night would have gone if I didn’t show up.<</vnline>>
<<vnline farah>>But you did!<</vnline>>
<<vnline player>>I won’t always be able to though.<</vnline>>
<<vnline farah>>Okay look, it’s like super nice of you to be worried. But I’m still young. I love to party. One day I’ll slow down and stop. I just wanna max out while I still can.<</vnline>>
<<vnline player>>I get that. It’s your choice after all. Just, do me a favor as a friend, and promise me you’ll be a bit more careful alright?<</vnline>>
<<vnline farah>>A friend? You saw me naked and now you friend-zone me. Like sooo rude!<</vnline>>
<<vnline narrator>>She giggles at herself.<</vnline>>
<<vnline farah>>No but for real I promise. I’ll ease up just a tiny bit. Or I might suddenly call you if I need another last minute ride home.<</vnline>>
<<vnline player>>Good to hear. And if I can, I promise I’ll answer.<</vnline>>
<<vnline narrator key:farahrelationgain>>With that settled you finish eating your breakfast with her. Thanking her again for the food, and heading out. Before she closes her front door, you make sure she knows that she’ll see you again. An assurance that makes her smile from ear to ear. <<set $chars.farah.objectives.stage_one.completed to 1>> <<NextDay>><</vnline>>
<<vnactionsat "farahrelationgain">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator>>There is a woman laying on a bench just by the entrance to the park. She is using a large puffy coat as a blanket. And otherwise appears to be dressed like she’s been out at the club. Getting closer to check on her, you realize that you recognize who this is. It’s Farah, snoring away just out on the bench in the middle of the morning. A quick shake of her shoulder wakes her up. Seemingly much to her chagrin.<</vnline>>
<<vnline farah>>Wha-? I’m sleeeeping! Leave me be!<</vnline>>
<<vnline player>>Farah it’s me, <<print $chars.player.firstName>>. You’re sleeping on a park bench. Come on, wake up before a cop comes by and thinks you’re homeless.<</vnline>>
<<vnline narrator>>She moans and groans, but does listen. Rolling over and pushing herself up to sit on the bench instead of lay on it. She places her arm up to black the sun in her eyes. So you step to the side to get right in front of her. The sun on your back and your body casting a shadow over her to help shield her from the bright morning sun. <</vnline>>
<<vnline farah>>Thanks. What time is it?<</vnline>>
<<vnline player>>It’s nearly noon. Did you pass out here last night?<</vnline>>
<<vnline farah>>I must have. Oh fuck my head.<</vnline>>
<<vnline narrator>>She leans her head down and rubs her temples.<</vnline>>
<<vnline player>>I thought you were going to try and take it easy. So something like this doesn’t happen.<</vnline>>
<<vnline farah>>I’m a stripper. Partying is part of the job. Get off my case.<</vnline>>
<<vnline narrator>>Her tone is much more callous than you’ve ever heard it. Her hangover must be cutting her patience very short.<</vnline>>
<<vnline player>>I’m not trying to be on your case. I’m just trying to look out for you.<</vnline>>
<<vnline farah>>Well, like, it’s not your job to.<</vnline>>
<<vnline player>>Then it should mean more that I do it for free.<</vnline>>
<<vnline farah>>Right now it means you’re giving me a headache.<</vnline>>
<<vnline player>>I’m pretty sure that’s the hangover.<</vnline>>
<<vnline farah>>Oh really? Do ya like, think so? Genius! Ow…<</vnline>>
<<vnline narrator>>She cradles her entire head in her hands now. Holding it like she’s trying to keep it from falling off her shoulders.<</vnline>>
<<vnline farah>>Let me live my life. I’m gonna make the most of my time while I can.<</vnline>>
<<vnline player>>That shouldn’t mean that you pass out on a park bench!<</vnline>>
<<vnline narrator>>You yell at her. Perhaps a bit too loud.<</vnline>>
<<vnline farah>>No. But it definitely doesn’t mean sitting around and being lectured too either. I don’t have time for this.<</vnline>>
<<vnline narrator key:farahrelationgain>>Farah suddenly stands up and storms off. Wrapping the coat around her head to continue to block the sun out as she leaves the park. A sigh escapes your lips. It’s impossible to force someone to change who doesn’t want to. And it seems like Farah won’t want that until she finds herself in a situation that might be too bad to recover from. You might have been a bit harsh in retrospect though. Yelling at her, when you’re only really just starting to get close to her, might be something worth apologizing over. <<relationgain "farah">> <<set $chars.farah.objectives.stage_two.completed to 1>> <<addhours 1>><</vnline>>
<<vnactionsat "farahrelationgain">>
[[Leave|CityMap][$scene to 0;$chars.farah.objectives.stage_two.completed to 1]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<if $chars.player.girlfriend is "Farah">>
<<vnline farah>>Like, when are we going out again <<print $chars.player.firstName>>?<</vnline>>>>
<<elseif $chars.farah.location is "Coast">>
<<vnline farah>>I wish I could wear bikinis everywhere. They fit my body type like, so well.<</vnline>>
<<elseif $chars.farah.location is "Nightclub">>
<<vnline farah>>Make sure you stick around for my dance later!<</vnline>>
<<elseif $chars.farah.location is "Gym">>
<<vnline farah>>Ugh, if I run anymore today my boobs are gonna start getting smaller. There is like NO WAY I’m letting that happen.<</vnline>>
<<elseif $chars.farah.location is "Park">>
<<vnline farah>>I don’t know why but I end up here like, so often. I think when I’m blackout drunk I think it’s my house or something. At least the fountain is so pretty in the morning!<</vnline>>
<<elseif $chars.farah.location is "Home">>
<<vnline farah>>Help yourself to whatever is in the fridge. I think it’s just vodka and a jar of jalapenos though. Crap, that reminds me. I need to pick up orange juice. Love me some screwdrivers!<</vnline>>
<<elseif $chars.farah.location is "Coffee Shop">>
<<vnline farah>>No loud noises please. Not until my third cup of coffee. Wait, like maybe wait until my fourth. Not sure I can hold the second much longer.<</vnline>>
<<elseif $discussion is 0>>
<<vnline farah>>Tequila might be the only thing I avoid. Last time I had shots of it, I threw up for like a week.<</vnline>>
<<elseif $discussion is 1>>
<<vnline farah>>I like, love and hat this outfit. It’s looser than I like. But if I went smaller my boobs don’t fit in it.<</vnline>>
<<elseif $discussion is 2>>
<<vnline farah>>Do you have any weed on you? I ran out last night, and I don’t know if I can sleep without it.<</vnline>>
<</if>>
<<vnactions>>
<<link "Leave" "CityMap">><<set $scene to 0>><<relationgain "farah">>
<<addhours 1>><</link>>
<</vnactions>>
<</vndialogbox>>
<<setCharLocationClass "farah">>
<</nobr>><<nobr>>
<<set _coffeeLabels to {
black: "Black Coffee",
macchiato: "Macchiato",
espresso: "Espresso",
latte: "Latte"
}>>
<<set _availableCoffee to Object.keys($inventory.coffee).filter(function(coffeeKey) { return $inventory.coffee[coffeeKey] > 0; })>>
<<vndialogbox>>
<<if _availableCoffee.length is 0>>
<<vnline farah key:no_coffee>>You don't have any coffee on you.<</vnline>>
<<vnactionsat "no_coffee">>
[[Back|Farah][$scene to 0; $selectedCoffee to ""]]
<</vnactionsat>>
<<elseif not $selectedCoffee>>
<<vnline farah key:coffee_pick>>Coffee for me? All right, show me what you picked.<</vnline>>
<<vnactionsat "coffee_pick">>
<<for _i to 0; _i lt _availableCoffee.length; _i++>>
<<set _coffeeKey to _availableCoffee[_i]>>
<<capture _coffeeKey>>
<<link _coffeeLabels[_coffeeKey] "farahcoffee">><<set $selectedCoffee to _coffeeKey>><</link>>
<</capture>>
<</for>>
[[Never mind|Farah][$scene to 0; $selectedCoffee to ""]]
<</vnactionsat>>
<<elseif $inventory.coffee[$selectedCoffee] gt 0>>
<<set _coffeeName to _coffeeLabels[$selectedCoffee]>>
<<set _coffeeRelationGain to 1>>
<<set _coffeeReaction to "Thanks. That's actually really nice of you, " + $chars.player.name + ".">>
<<if $selectedCoffee is "macchiato">>
<<set _coffeeRelationGain to 2>>
<<set _coffeeReaction to "A macchiato? Nice. You actually picked my favorite.">>
<<elseif $selectedCoffee is "black">>
<<set _coffeeRelationGain to 0>>
<<set _coffeeReaction to "Black coffee? I'll pass. That's way too bitter for me.">>
<</if>>
<<set $inventory.coffee[$selectedCoffee] to $inventory.coffee[$selectedCoffee] - 1>>
<<set $chars.farah.relation to $chars.farah.relation + _coffeeRelationGain>>
<<vnline player>><<print _coffeeName>>. Thought you'd like it.<</vnline>>
<<vnline farah key:coffee_result>><<print _coffeeReaction>><</vnline>>
<<vnactionsat "coffee_result">>
[[Back|Farah][$scene to 0; $selectedCoffee to ""]]
<</vnactionsat>>
<<else>>
<<vnline farah key:no_coffee_selected>>Looks like that coffee's gone already.<</vnline>>
<<vnactionsat "no_coffee_selected">>
[[Back|farahcoffee][$selectedCoffee to ""]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set _giftLabels to {
flowers: "Flowers",
stuffedAnimal: "Stuffed Animal",
perfume: "Perfume",
necklace: "Necklace",
chocolates: "Chocolates",
fruitBouquet: "Fruit Bouquet",
dumbbells: "Dumbbells"
}>>
<<set _availableGifts to Object.keys($inventory.gifts).filter(function(giftKey) { return $inventory.gifts[giftKey] > 0; })>>
<<vndialogbox>>
<<if _availableGifts.length is 0>>
<<vnline farah key:no_gifts>>You trying to be funny? You don't have a gift on you.<</vnline>>
<<vnactionsat "no_gifts">>
[[Back|Farah][$scene to 0; $selectedGift to ""]]
<</vnactionsat>>
<<elseif not $selectedGift>>
<<vnline farah key:gift_pick>>You brought me something? Let's see it.<</vnline>>
<<vnactionsat "gift_pick">>
<<for _i to 0; _i lt _availableGifts.length; _i++>>
<<set _giftKey to _availableGifts[_i]>>
<<capture _giftKey>>
<<link _giftLabels[_giftKey] "farahgift">><<set $selectedGift to _giftKey>><</link>>
<</capture>>
<</for>>
[[Never mind|Farah][$scene to 0; $selectedGift to ""]]
<</vnactionsat>>
<<elseif $inventory.gifts[$selectedGift] gt 0>>
<<set _giftName to _giftLabels[$selectedGift]>>
<<set _giftRelationGain to 1>>
<<set _giftReaction to "That's sweet. Thanks, " + $chars.player.name + ".">>
<<if $selectedGift is "perfume">>
<<set _giftRelationGain to 2>>
<<set _giftReaction to "Perfume? Okay, you nailed this one. I actually love it.">>
<<elseif $selectedGift is "chocolates">>
<<set _giftRelationGain to 0>>
<<set _giftReaction to "Chocolates are... fine. Just not really my thing.">>
<</if>>
<<set $inventory.gifts[$selectedGift] to $inventory.gifts[$selectedGift] - 1>>
<<set $chars.farah.relation to $chars.farah.relation + _giftRelationGain>>
<<vnline player>><<print _giftName>>. Thought you'd like it.<</vnline>>
<<vnline farah key:gift_result>><<print _giftReaction>><</vnline>>
<<vnactionsat "gift_result">>
[[Back|Farah][$scene to 0; $selectedGift to ""]]
<</vnactionsat>>
<<else>>
<<vnline farah key:no_gift_selected>>Looks like you don't have that anymore.<</vnline>>
<<vnactionsat "no_gift_selected">>
[[Back|farahgift][$selectedGift to ""]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $scene gte 1>>
<<removeclass "body" restaurant>>
<<if $chars.player.housing.bighouse is 1>><<set _bg to "bighouse-livingroom">><<elseif $chars.player.housing.smallhouse is 1>><<set _bg to "smallhouse-livingroom">><<elseif $chars.player.housing.modernapartments is 1>><<set _bg to "modernapartments-livingroom">><<elseif $chars.player.housing.trashyapartment is 1>><<set _bg to "trashyapartment-livingroom">><</if>>
<<addclass "body" _bg>>
<</if>>
<<if $scene is 0>>
<<vndialogbox>>
<<addclass "body" restaurant>>
<<vnline narrator>>The restaurant is serene, cozy, and made all the better by Farah’s company. The food is delicious and your date is a sight to behold. These things are always constants when you take her out. And yet, it never gets old. Not even in the slightest. In fact, you’ve lost count of how many times you’ve had this exact same conversation with her. It’s still just as interesting as the first time.<</vnline>>
<<vnline player>>I’m telling you, Jazz has been around for so long. It’s the absolute best music to dance too. You can slow dance to it, just as easily as you can go all out and party to it.<</vnline>>
<<vnline farah>>I party so much more than you! You like, HAVE to trust me on this. The best is house music! It’s like lab made to dance to. It gets your heart pumping!<</vnline>>
<<vnline player>>I think that’s more the cocaine that people take in the bathroom than the music.<</vnline>>
<<vnline farah>>Two things can be true.<</vnline>>
<<vnline narrator key:takeherback>>Going back and forth on a discussion like that is just fun. Knowing that you’ll probably never agree with her on this, and she probably won’t agree with you. But that’s okay. Somehow, knowing that you don’t agree on this just makes everything else that you do agree on and share together so much more meaningful and valuable. It’s the joy of dating. That, and what happens when you take her back to your place after the meal is finished. <</vnline>>
<<vnactionsat "takeherback">>
[[Take her back to your place|farahrestaurantdate][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<galleryUnlock "farah" "restaurant_date">>
<<vndialogbox>>
<<vnline narrator key:blowjob>>As soon as you pass the door, she kisses you. After a while, shet gets on her knees and unzip your pants. She then starts blowing your cock.<</vnline>>
<<vnmediaat "blowjob">>
<video src="ressources/chars/farah/videos/dates/restaurant/blowjob.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnactions>>
[[Cowgirl|farahrestaurantdate][$scene to 2]]
[[Doggy|farahrestaurantdate][$scene to 3]]
[[Missionary|farahrestaurantdate][$scene to 4]]
[[Finish on her face|farahrestaurantdate][$scene to 5]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline key:cowgirl>><</vnline>>
<<vnmediaat "cowgirl">>
<video src="ressources/chars/farah/videos/dates/restaurant/cowgirl.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|farahrestaurantdate][$scene to 1]]
[[Doggy|farahrestaurantdate][$scene to 3]]
[[Missionary|farahrestaurantdate][$scene to 4]]
[[Finish on her face|farahrestaurantdate][$scene to 5]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnline key:doggy>><</vnline>>
<<vnmediaat "doggy">>
<video src="ressources/chars/farah/videos/dates/restaurant/doggy.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|farahrestaurantdate][$scene to 1]]
[[Cowgirl|farahrestaurantdate][$scene to 2]]
[[Missionary|farahrestaurantdate][$scene to 4]]
[[Finish on her face|farahrestaurantdate][$scene to 5]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnline key:missionary>><</vnline>>
<<vnmediaat "missionary">>
<video src="ressources/chars/farah/videos/dates/restaurant/missionary.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|farahrestaurantdate][$scene to 1]]
[[Cowgirl|farahrestaurantdate][$scene to 2]]
[[Doggy|farahrestaurantdate][$scene to 3]]
[[Finish on her face|farahrestaurantdate][$scene to 5]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnline narrator key:facial>>The hot and heavy session ends with you unloading all over her face. Farah wipes your load from her skin into her mouth. Savoring the flavor.<</vnline>>
<<vnmediaat "facial">>
<video src="ressources/chars/farah/videos/dates/restaurant/facial.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnline narrator key:final>>Farah heads out after this. Another date has gone by. And it being over is bittersweet. This fun event ends, but it means the next one is closer than it was just a moment ago. <<addhours 2>> <<set $chars.farah.date_count += 1>><</vnline>>
<<vnactionsat "final">>
[[Leave|PlayerHouse]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator key:gymworkoutdone>>You make your way from machine to machine. Lifting weights, getting some cardio in, and all around working your muscles. After about an hour, every muscle in your body is feeling the burn. And that means it’s time to finish up and refuel. You certainly got stronger after all of this. <<baseGainStat "strength" 1>> <<addhours 1>> <<gymcredits -1>><</vnline>>
<<vnmediaat "gymworkoutdone">>
<video src="ressources/activities/gym.mp4" autoplay loop controls muted playsinline></video>
<</vnmediaat>>
<<vnactionsat "gymworkoutdone">>
[[Leave|Downtown]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<if typeof $chars is "undefined">>
<<set $chars to {}>>
<</if>>
<<if typeof $Stocktrading is "undefined">>
<<initStockTrading>>
<</if>>
<<if typeof $StockTradingNotified is "undefined">>
<<set $StockTradingNotified to false>>
<</if>>
<<if typeof $chars.marleen.firstName is "undefined">>
<<set $chars.marleen to {
name: "Marleen",
firstName: "Marleen",
surname: "D'Angelo",
initials: "MD",
locations: {
1: ["Beach"],
2: ["Beach"],
3: ["Beach"],
4: ["Beach"],
5: ["Beach"],
0: ["Church"]
},
mood: "Curious",
relation: 0,
date_count: 0,
location: "Beach",
path: "",
has_ring: 0,
intro_day: 0,
took_vows: 0,
stats: { trust: 0, romance: 0, corruption: 0 },
moodTags: ["Curious", "Hopeful", "Guarded"],
current_objective: "introduction",
objectives: {
introduction: {
description: "Meet the woman watching the sunset at the Beach",
requirements: {
location: "Beach"
},
completed: 0,
rewards: ["relation"]
},
stage_one: {
description: "Return to the Beach to meet Marleen again",
requirements: {
introduction_completed: true,
location: "Beach",
days_since_intro: 1
},
completed: 0,
rewards: ["relation"]
},
stage_two_yes: {
description: "Meet Marleen at the Mall",
requirements: {
stage_one_completed: true,
path: "yes",
relation: 20,
location: "Mall"
},
completed: 0,
rewards: ["relation"]
},
stage_two_no: {
description: "Meet Marleen at the Pier",
requirements: {
stage_one_completed: true,
path: "no",
relation: 30,
location: "Pier"
},
completed: 0,
rewards: ["relation"]
},
stage_three_yes: {
description: "Take Marleen on a date and bring her home",
requirements: {
stage_two_yes_completed: true,
path: "yes",
relation: 50,
date_count: 1,
player_has_apartment: true
},
completed: 0,
rewards: ["relation", "sex", "girlfriend"]
},
stage_three_no: {
description: "Bring Marleen her ring at the Church",
requirements: {
stage_two_no_completed: true,
path: "no",
relation: 55,
has_ring: true,
player_has_apartment: true,
location: "Church"
},
completed: 0,
rewards: ["relation", "sex", "girlfriend"]
}
}
}>>
<</if>>
<<set $gameversion to 2>>
<div class="init-app" data-init-app>
<main class="init-main">
<section class="init-screen">
<span class="init-eyebrow">Save compatibility</span>
<h1>Another Path is ready</h1>
<p class="init-lede">Your save has been checked and prepared for the current version.</p>
<div class="init-status-card">
<div class="init-scan-ring" aria-hidden="true">
<span class="init-scan-core">OK</span>
</div>
<ol class="init-step-list">
<li class="init-step init-step-scan" data-init-step data-init-running="Scanning save data" data-init-done="Scan complete">
<span class="init-step-mark" data-init-mark>1</span>
<span>
<b>Scanning for missing variables</b>
<small data-init-status>Queued</small>
</span>
</li>
<li class="init-step init-step-fix" data-init-step data-init-running="Restoring compatibility values" data-init-done="Variables fixed">
<span class="init-step-mark" data-init-mark>2</span>
<span>
<b>Fixing missing variables</b>
<small data-init-status>Queued</small>
</span>
</li>
<li class="init-step init-step-version" data-init-step data-init-running="Applying version flag" data-init-done="Version active">
<span class="init-step-mark" data-init-mark>3</span>
<span>
<b>Setting up the new game version</b>
<small data-init-status>Queued</small>
</span>
</li>
</ol>
<div class="init-ready">
<span class="init-ready-mark" aria-hidden="true">OK</span>
<span>
<b>Ready to play</b>
<small>Enjoy the new update.</small>
</span>
</div>
</div>
<div class="init-actions">
<span class="init-primary-link">[[Go back to the map|CityMap]]</span>
</div>
</section>
</main>
</div>
<<nobr>>
<<if $action is 1>>
<<vndialogbox>>
<<vnline narrator key:shootinggif>>Betraying the gang simply isn’t an option. Julio will face the music. It happens in seconds. You pull the gun from your waistband and aim it at Julio. He remains stoic, never even flinching in response. With a few quick pulls of the trigger, he drops. Julio is dead, and taken care of. The consequences of which, may be great.<</vnline>>
<<vnmediaat "shootinggif">>
<video autoplay muted loop src="ressources/gifs/drugopportunity/shootinggif.mp4" ></video>
<</vnmediaat>>
<<vnline narrator>>You put the gun away quickly and look over at Dimon and Kaito.<</vnline>>
<<vnline player>>You two, clean this up and get rid of him. I need to go let Damir know that this is taken care of.<</vnline>>
<<vnline narrator key:julioaccusationleave>>They both silently nod. Looking frightened at having just witnessed the death of someone they had spent so much time with. Fear like that will have their loyalty assured though. You turn and leave. It’s time to report back that the job is done.<</vnline>>
<<vnactionsat "julioaccusationleave">>
<div class="action-link alt">[[Leave|Beach]]</div>
<</vnactionsat>>
<<addhours 1>>
<</vndialogbox>>
<<elseif $action is 2>>
<<vndialogbox>>
<<vnline player>>Listen very carefully Julio. I don’t want a war because of your death, but I won’t betray Vitalyy. So, you are going to go home, pack up your shit, and leave the city. If I or Vitalyy ever catch wind of you being around here again, it won’t be good for you. This is your one and only warning.<</vnline>>
<<vnline julio>>This isn’t a good call, <<print $chars.player.firstName>>. You want to walk the tightrope between fully committing to the gang, and doing what we both know is the right thing to do. It’s gonna make you fall one day if you keep it up. But I’ll go. I can’t say you won’t hear from me again though.<</vnline>>
<<vnline player key:lettingthemfleegif>>It’s not about skirting the line. It’s about holding to my word and convictions, but being smart enough to not start something that will only cause more suffering. This is the only right decision.<</vnline>>
<<vnmediaat "lettingthemfleegif">>
<video autoplay muted loop src="ressources/gifs/drugopportunity/lettingthemfleegif.mp4" ></video>
<</vnmediaat>>
<<vnline narrator key:julioaccusationleave>>Julio leaves quickly, jogging away disappearing in the distance. You hope for his own sake, that he and the police don’t try something like this again. You nod to Kaito and Dimon before leaving. It’s time to report back that the job is done.<</vnline>>
<<vnactionsat "julioaccusationleave">>
<div class="action-link alt">[[Leave|Beach]]</div>
<</vnactionsat>>
<<addhours 1>>
<</vndialogbox>>
<<elseif $action is 3>>
<<vndialogbox>>
<<vnline player>>I’m tempted to let you stick around, like you want. But I can’t guarantee that they’ll buy the story. And if they don’t, then I’m going to point them right at you and say that you’re the most likely suspect.<</vnline>>
<<vnline julio>>That’s fair. I don’t expect you put yourself in the line of fire for my sake. But I promise you, if you can sell this to them, it will be to your benefit. The whole city will benefit.<</vnline>>
<<vnline narrator key:handshakeimg>>You shake his hand, agreeing to cover for him this time. Betraying Vitalyy won’t be without consequences if this ends up being found out. But Julio makes a compelling argument about the greater good.<</vnline>>
<<vnmediaat "handshakeimg">>
<img src="ressources/images/drugopportunity/handshakeimg.webp" >
<</vnmediaat>>
<<vnline player>>Do yourself a favor and be more conspicuous.<</vnline>>
<<vnline julio>>I will. You don’t have to worry. If something goes south like this again they will likely just pull me out and put me in protection anyway. I appreciate having your trust. Here, take this.<</vnline>>
<<vnline narrator key:listeningdeviceimg>>He hands you a small square plastic object. <</vnline>>
<<vnmediaat "listeningdeviceimg">>
<img src="ressources/images/drugopportunity/listeningdeviceimg.webp" >
<</vnmediaat>>
<<vnline julio>>This is my pocket recorder. Just tell them that you found it in the sand by the pier. Small enough that it would just look like trash but it records a lot.<</vnline>>
<<vnline player>>Is it recording now?<</vnline>>
<<vnline julio>>Yes but it doesn’t save on this. It’s connected to the laptop in my car. It’s parked up top. Everything gets saved there.<</vnline>>
<<vnline player>>Good to know.<</vnline>>
<<vnline narrator>>You drop the device and stomp on it to break it.<</vnline>>
<<vnline julio>>What are you doing?!? That’s the only one I have!<</vnline>>
<<vnline narrator>>You explain yourself as you bend down and pick the pieces up.<</vnline>>
<<vnline player>>Now it’s smashed and sandy. So when I talk to Damir, and explain that I found it in the sand, it will be a lot more believable.<</vnline>>
<<vnline julio>>Damn that’s a smart move. Why didn’t I think of that? Ya know, you’d be pretty good at being undercover. You should think about it, if you ever wanna go legit one day.<</vnline>>
<<vnline player>>Maybe. Until then though, I have to go. Don’t make me regret this.<</vnline>>
<<vnline julio>>You won’t, I absolutely promise.<</vnline>>
<<vnline narrator>>You walk off and nod to Kaito and Dimon. Letting them know that you’re leaving. They both look confused but as Julio comes over to talk to them, you hear Dimon loudly yell off in the distance.<</vnline>>
<<vnline dimon>>I knew it, man!<</vnline>>
<<vnline narrator key:julioaccusationleave>>You hope that Damir will believe you just as readily.<</vnline>>
<<vnactionsat "julioaccusationleave">>
<div class="action-link alt">[[Leave|Beach]]</div>
<</vnactionsat>>
<<addhours 1>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnactions>>
<div class="action-link alt">[[Leave|Beach]]</div>
<div class="action-link">[[One more question|JulioBeach]]</div>
<</vnactions>>
<<if $question is 1>>
<<vnline julio>>I was around. I like to come by and sell a bit extra some nights. I have kids I need to provide for, ya know? I do a little extra when I need more.<</vnline>>
<<elseif $question is 2>>
<<vnline julio>>Yes, but only my wife. And she never leaves the house. Too busy. I didn’t know if I would be busy that night to help or not. So I told her so she knew just in case.<</vnline>>
<<elseif $question is 3>>
<<vnline julio>>Oh it’s been weeks. I think it was a Tuesday actually. About two in the afternoon. The officer stopped me to ask where I was headed. I guess I looked suspicious.<</vnline>>
<<elseif $question is 4>>
<<vnline julio>>Oh I’ve been thinking about this a lot. I think the sellers told. They probably thought that they could get away with the money and the product if they used the police as a distraction.<</vnline>>
<<elseif $question is 5>>
<<vnline julio>>I didn’t. He does usually sell at night too. I sell with him at night sometimes. But not that night.<</vnline>>
<<elseif $question is 6>>
<<vnline julio>>That’s weird. I’m not really sure. It’s not every night but it does happen. Right over by the Ferris wheel too. That’s where he usually sets up.<</vnline>>
<</if>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $action is 1>>
<<vndialogbox>>
<<vnline narrator key:shootinggif>>It happens in seconds. You pull the gun from your waistband and aim it at Kaito. He remains stoic, never even flinching in response. With a few quick pulls of the trigger, he drops. Kaito is dead, and taken care of.<</vnline>>
<<vnmediaat "shootinggif">>
<video autoplay muted loop src="ressources/gifs/drugopportunity/shootinggif.mp4" ></video>
<</vnmediaat>>
<<vnline narrator>>You put the gun away quickly and look over at Dimon and Julio.<</vnline>>
<<vnline player>>You two, clean this up and get rid of him. I need to go let Damir know that this is taken care of.<</vnline>>
<<vnline narrator key:kaitoaccusationleave>>They both silently nod. Looking frightened at having just witnessed the death of someone they had spent so much time with. Fear like that will have their loyalty assured though. You turn and leave. It’s time to report back that the job is done.<</vnline>>
<<vnactionsat "kaitoaccusationleave">>
<div class="action-link alt">[[Leave|Beach]]</div>
<</vnactionsat>>
<<addhours 1>>
<</vndialogbox>>
<<elseif $action is 2>>
<<vndialogbox>>
<<vnline player>>Listen very carefully Kaito. You are going to go home, pack up your shit, and leave the city. If I or Vitalyy ever catch wind of you being around here again, it won’t be good for you. This is your one and only warning.<</vnline>>
<<vnline kaito>>Very well.<</vnline>>
<<vnline player key:lettingthemfleegif>>Goodbye.<</vnline>>
<<vnmediaat "lettingthemfleegif">>
<video autoplay muted loop src="ressources/gifs/drugopportunity/lettingthemfleegif.mp4" ></video>
<</vnmediaat>>
<<vnline narrator key:kaitoaccusationleave>>Kaito leaves quickly, jogging away disappearing in the distance. You hope for his own sake, that he doesn’t make a mistake like this again, wherever he goes. You nod to Julio and Dimon before leaving. It’s time to report back that the job is done.<</vnline>>
<<vnactionsat "kaitoaccusationleave">>
<div class="action-link alt">[[Leave|Beach]]</div>
<</vnactionsat>>
<<addhours 1>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnactions>>
<div class="action-link alt">[[Leave|Beach]]</div>
<div class="action-link">[[One more question|KaitoBeach]]</div>
<</vnactions>>
<<if $question is 1>>
<<vnline kaito>>Selling. I sell at night.<</vnline>>
<<elseif $question is 2>>
<<vnline kaito>>No.<</vnline>>
<<elseif $question is 3>>
<<vnline kaito>>Last night.<</vnline>>
<<elseif $question is 4>>
<<vnline kaito>>Someone likely betrayed us.<</vnline>>
<<elseif $question is 5>>
<<vnline kaito>>I prefer to sell alone, when the others are not here.<</vnline>>
<<elseif $question is 6>>
<<vnline kaito>>I did not. I have never seen Julio out at night.<</vnline>>
<<elseif $question is 7>>
<<vnline kaito>>Yes.<</vnline>>
<<elseif $question is 8>>
<<vnline kaito>>The truth needs no explanation. Only lies need to be explained.<</vnline>>
<<elseif $question is 9>>
<<vnline kaito>>I sell at the Ferris wheel.<</vnline>>
<</if>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<setCharLocationClass "marleen">>
<<vndialogbox>>
<<vnline marleen key:questions>>What would you like to know?<</vnline>>
<<vnactionsat "questions">>
[[Have you always been so devout?|marleen_questions][$scene to 1]]
[[Do you like nun training?|marleen_questions][$scene to 2]]
[[What do you do for fun?|marleen_questions][$scene to 3]]
<<if $chars.player.girlfriend isnot "Marleen" && ($chars.marleen.path isnot "yes" || $chars.marleen.objectives.stage_two_yes.completed is 0)>>[[Wanna go out with me?|marleen_questions][$scene to 4]]<</if>>
<<if $chars.player.girlfriend is "Marleen">>[[Do you regret not taking your vows?|marleen_questions][$scene to 5]]<</if>>
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline marleen>>I'd love to! Where shall we go? The Park, the Mall, or maybe the Ferry Wheel? <<setCharLocationClass "marleen">><</vnline>>
<<vnline player>>Those sound great but, what if I want to surprise you?<</vnline>>
<<vnline marleen excited>>Oh I adore surprises! Should I close my eyes?<</vnline>>
<<vnline player>>No you don't have to. Let's just hop in the car and you'll see when we get there.<</vnline>>
<<vnline marleen>>Okay!<</vnline>>
<<vnline narrator key:marleen_date_soft>>She has such a spring in her step when she gets in the car. Giving you such a cute look as you walk around to hop in on the other side. She almost makes you stop to stare. <<removeclass "body" "loc-church" "loc-ferrywheel" "loc-beach" "loc-park">><<addclass "body" "marleen_date_car">><</vnline>>
<<vnline narrator>>Once you're in the car though, you have to decide where to go. The suggestion of a surprise by you, didn't come with a plan. You should choose a place that leverages the skills at your disposal. They can be the difference between a boring date, and an unforgettable one.<</vnline>>
<<vnactions>>
[[Show off your strength at the beach|marleen_date_standard][$scene to 1;$dateStat to "strength";$dateRoll to (Math.random() * 100)]]
[[Open mic at the coffee shop|marleen_date_standard][$scene to 2;$dateStat to "charisma";$dateRoll to (Math.random() * 100)]]
[[Religious study at the church|marleen_date_standard][$scene to 3;$dateStat to "perception";$dateRoll to (Math.random() * 100)]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<removeclass "body" "marleen_date_car">> <<addclass "body" "beach">>
<<vndialogbox>>
<<set _statChance to 50 + ($chars.player.strength * 5)>>
<<if $dateRoll lte _statChance>>
<<vnline narrator>>A quick trip to the beach lets you swim circles around Marleen in the water. She giggles, and is clearly impressed with how well you swim.<</vnline>>
<<vnline marleen beachoutfitimpressed>>You have truly been blessed with your muscles. And done so well to sculpt them. It is hard to keep myself from touching them.<</vnline>>
<<vnline player>>You don't have to stop yourself on my account.<</vnline>>
<<vnline marleen beachoutfit key:date_beach_win>>That is good to know. But I must for my own soul. Temptation must be beaten. <<set $chars.marleen.relation += 5>> <<set $chars.marleen.date_count += 1>> <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "date_beach_win">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<<else>>
<<vnline narrator>>Marleen seems a little annoyed by how hard you are trying to show off your muscles to her.<</vnline>>
<<vnline marleen beachoutfit>>Pride and vanity are clouding your actions. These are grave sins.<</vnline>>
<<vnline player>>I'm sorry, I don't mean to be a show off.<</vnline>>
<<vnline marleen beachoutfit>>I know. That is why I am chastising you. I want better of you. And I know you have a good heart. You can do better.<</vnline>>
<<vnline player key:date_beach_lose>>Thanks, I will. <<set $chars.marleen.date_count += 1>> <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "date_beach_lose">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<removeclass "body" "marleen_date_car">> <<addclass "body" "coffeeshop">>
<<vndialogbox>>
<<set _statChance to 50 + ($chars.player.charisma * 5)>>
<<if $dateRoll lte _statChance>>
<<vnline narrator>>At the open mic, everyone does something different. There's a lot of slam poetry, a couple comedy routines, and one pretty aggressive political rant. You choose to wow the crowd with a few jokes. And thankfully, you killed it. People are practically begging you to keep the mic by the time you're done. And Marleen is still cracking up when you sit down next to her to watch the next person on stage.<</vnline>>
<<vnline marleen impressed>>Ohoho my goodness! I have not laughed so hard in years. Where did you learn to do that?<</vnline>>
<<vnline player>>No one really taught me. It just takes practice. Finding something relatable, and then having good timing is all you really need.<</vnline>>
<<vnline marleen key:date_mic_win>>You have nailed those two spectacularly. You have been quite blessed with the gift of gab. <<set $chars.marleen.relation += 5>> <<set $chars.marleen.date_count += 1>> <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "date_mic_win">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<<else>>
<<vnline narrator>>At the open mic, everyone does something different. There's a lot of slam poetry, a couple comedy routines, and one pretty aggressive political rant. You choose to wow the crowd with a few jokes. You completely bomb though. Barely even a chuckle from anything you say. You awkwardly return to the seat and see that Marleen seems embarrassed to even be sitting with you.<</vnline>>
<<vnline player>>I guess that didn't go as well as I planned.<</vnline>>
<<vnline marleen plain>>Quite. Usually acts that go that bad, are funny to laugh at. But that was just unpleasant. Sorry, I don't mean to be rude. Honesty is simply a virtue.<</vnline>>
<<vnline player>>No no, it's okay. It's a learning experience. I can't get better if no one tells me what I'm doing is bad.<</vnline>>
<<vnline marleen key:date_mic_lose>>I'm not sure you should attempt to get better. Far too long of a way for you to go. <<set $chars.marleen.date_count += 1>> <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "date_mic_lose">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<removeclass "body" "marleen_date_car">> <<addclass "body" "church">>
<<vndialogbox>>
<<set _statChance to 50 + ($chars.player.perception * 5)>>
<<if $dateRoll lte _statChance>>
<<vnline narrator>>At the church, you sit beside Marleen in a circle with others. Discussing theology and belief with them. You're able to show off your knowledge after a few questions are posed. Even pointing out something that the Father leading the discussion never thought of before. The conversation flows so smoothly that it isn't until you're about to leave that you get the chance to really talk with Marleen. She seems quite enamored with you over how it went though.<</vnline>>
<<vnline marleen impressed>>I am always shocked with the beauty of your soul, <<print $chars.player.name>>.<</vnline>>
<<vnline player>>Thanks but, you should accept some credit for it. You help bring a lot of that out of me.<</vnline>>
<<vnline narrator>>Marleen blushes and struggles to meet your eyes.<</vnline>>
<<vnline marleen>>I hope to bring even more out in the future then.<</vnline>>
<<vnline player key:date_church_win>>I think I'd like that. <<set $chars.marleen.relation += 5>> <<set $chars.marleen.date_count += 1>> <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "date_church_win">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<<else>>
<<vnline narrator>>At the church, you sit beside Marleen in a circle with others. Discussing theology and belief with them. You try your best to engage and sound smart, but instead you often interject at rather inopportune times. Sometimes bringing up points that are hardly related to the topic at hand. Needless to say, it does not go particularly well.<</vnline>>
<<vnline player>>Sorry about that. I wanted to be engaged, but I think I just embarrassed us both in there.<</vnline>>
<<vnline marleen plain>>I appreciate the effort <<print $chars.player.name>>, but yes. You did.<</vnline>>
<<vnline player>>Sorry again. I'll do better next time.<</vnline>>
<<vnline marleen key:date_church_lose>>I certainly pray that you do. <<set $chars.marleen.date_count += 1>> <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "date_church_lose">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator key:fishing>>You grab a rented fishing pole from the booth at the start of the pier and find a quiet spot along the railing. Casting out into the water, you watch the line in the area where Marleen threw her ring. The Lord, or sheer luck, will have to be on your side for this to work.<</vnline>>
<<vnactionsat "fishing">>
[[Cast the line|marleen_fish_ring][$scene to 1;$ringRoll to (Math.random() * 100)]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<set _ringChance to 30 + ($chars.player.strength * 5) + ($chars.player.perception * 5)>>
<<if $ringRoll lte _ringChance>>
<<vnline narrator key:ring_caught>>The line jerks hard. You strain against it, working the reel until something small and metallic breaks the surface. It's the ring. Against every odd, you actually found it. Now you just have to bring it to her. <<set $chars.marleen.has_ring to 1>> <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "ring_caught">>
[[Return|CityMap][$scene to 0]]
<</vnactionsat>>
<<else>>
<<vnline narrator key:no_ring>>Nothing. Just an empty hook, a bit of seaweed, and the slowly setting sun. The ring is still out there somewhere. You can try again later. <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "no_ring">>
[[Try again|marleen_fish_ring][$scene to 0]]
[[Give up for now|CityMap][$scene to 0]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator key:marleen_s3_yes>>The moment that Marleen agreed to spend the day with you, getting to the park became a priority. Playing games in the park, from pickleball to tossing a Frisbee around, lets you relive some of those same joys from going to the park when you were younger. Marleen makes it easy as well. You can see by the huge smile on her face that she is always having just as much fun as you are. Sometimes, it seems like she's even having more fun.<</vnline>>
<<vnmediaat "marleen_s3_yes">>
[img["ressources/chars/marleen/images/stage_three_date.webp"]]
<</vnmediaat>>
<<vnline narrator>>After quite a long day of just playing around and having fun together though, you bring her back to your place and order some food. It gives you the chance to talk a bit while you wait for it to arrive.<</vnline>>
<<if $chars.player.housing.modernapartments is 1 || $chars.player.housing.bighouse is 1 || $chars.player.housing.smallhouse is 1>>
<<vnline marleen>>I appreciate your apartment. It is not large, but that's good. It's humble. Humility is a great attribute.<</vnline>>
<<else>>
<<vnline marleen>>Your home is so warm and inviting. It truly has the feel of a place that I could be happy to never leave.<</vnline>>
<</if>>
<<vnline player>>Thanks. I'm happy with it. At least for now I am. But you being here certainly makes it even better.<</vnline>>
<<vnline narrator>>She blushes deeply.<</vnline>>
<<vnline marleen blush>>Oh, you are just saying that.<</vnline>>
<<vnline player>>I'm not. This might be the first time I've invited you here, but I really hope it isn't the last. The place felt more complete the moment you walked in the door.<</vnline>>
<<vnline narrator key:marleen_kiss>>She looks at you with a look of stars in her eyes. A breath is caught in her throat as you pull her close. She melts in your arms and leans into you. Pressing her lips against yours suddenly. She pulls away quickly, shocked at what she just did.<</vnline>>
<<vnline marleen blush>>I'm… I'm so sorry I didn't mean to just do that.<</vnline>>
<<vnline player>>Don't apologize, I liked it. A lot.<</vnline>>
<<vnline narrator key:marleen_blowjob_setup>>You lean in towards her and the kiss continues. Growing more and more passionate. She loses herself to your touch. You soon follow suit as kissing becomes groping. And before you know it she is laying on your bed and unbuckling your pants.<</vnline>>
<<vnactionsat "marleen_blowjob_setup">>
[[Join her on the bed|marleen_gallery1][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnmediaat "marleen_blowjob">>
<video src="ressources/chars/marleen/videos/stagethree/yes/blowjob.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_blowjob>><</vnline>>
<<vnactions>>
[[Missionary|marleen_gallery1][$scene to 2]]
[[Doggy|marleen_gallery1][$scene to 3]]
[[69|marleen_gallery1][$scene to 4]]
[[Reverse cowgirl|marleen_gallery1][$scene to 5]]
[[Cowgirl|marleen_gallery1][$scene to 6]]
[[Finish on her face|marleen_gallery1][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnmediaat "marleen_missionary">>
<video src="ressources/chars/marleen/videos/stagethree/yes/missionary.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_missionary>><</vnline>>
<<vnactions>>
[[Blowjob|marleen_gallery1][$scene to 1]]
[[Doggy|marleen_gallery1][$scene to 3]]
[[69|marleen_gallery1][$scene to 4]]
[[Reverse cowgirl|marleen_gallery1][$scene to 5]]
[[Cowgirl|marleen_gallery1][$scene to 6]]
[[Finish on her face|marleen_gallery1][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnmediaat "marleen_doggy">>
<video src="ressources/chars/marleen/videos/stagethree/yes/doggy.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_doggy>><</vnline>>
<<vnactions>>
[[Blowjob|marleen_gallery1][$scene to 1]]
[[Missionary|marleen_gallery1][$scene to 2]]
[[69|marleen_gallery1][$scene to 4]]
[[Reverse cowgirl|marleen_gallery1][$scene to 5]]
[[Cowgirl|marleen_gallery1][$scene to 6]]
[[Finish on her face|marleen_gallery1][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnmediaat "marleen_sixtynine">>
<video src="ressources/chars/marleen/videos/stagethree/yes/sixtynine.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_sixtynine>><</vnline>>
<<vnactions>>
[[Blowjob|marleen_gallery1][$scene to 1]]
[[Missionary|marleen_gallery1][$scene to 2]]
[[Doggy|marleen_gallery1][$scene to 3]]
[[Reverse cowgirl|marleen_gallery1][$scene to 5]]
[[Cowgirl|marleen_gallery1][$scene to 6]]
[[Finish on her face|marleen_gallery1][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnmediaat "marleen_revcowgirl">>
<video src="ressources/chars/marleen/videos/stagethree/yes/revcowgirl.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_revcowgirl>><</vnline>>
<<vnactions>>
[[Blowjob|marleen_gallery1][$scene to 1]]
[[Missionary|marleen_gallery1][$scene to 2]]
[[Doggy|marleen_gallery1][$scene to 3]]
[[69|marleen_gallery1][$scene to 4]]
[[Cowgirl|marleen_gallery1][$scene to 6]]
[[Finish on her face|marleen_gallery1][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<vndialogbox>>
<<vnmediaat "marleen_cowgirl">>
<video src="ressources/chars/marleen/videos/stagethree/yes/cowgirl.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_cowgirl>><</vnline>>
<<vnactions>>
[[Blowjob|marleen_gallery1][$scene to 1]]
[[Missionary|marleen_gallery1][$scene to 2]]
[[Doggy|marleen_gallery1][$scene to 3]]
[[69|marleen_gallery1][$scene to 4]]
[[Reverse cowgirl|marleen_gallery1][$scene to 5]]
[[Finish on her face|marleen_gallery1][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 7>>
<<vndialogbox>>
<<vnmediaat "marleen_facial">>
<video src="ressources/chars/marleen/videos/stagethree/yes/facial.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_facial>><</vnline>>
<<vnactionsat "marleen_facial">>
[[Return to Marleen's gallery|Gallery]
[$galleryCharacter to "marleen";
$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnmediaat "marleen_no_blowjob">>
<video src="ressources/chars/marleen/videos/stagethree/no/blowjob.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_no_blowjob>><</vnline>>
<<vnactions>>
[[69|marleen_gallery2][$scene to 4]]
[[Cowgirl|marleen_gallery2][$scene to 5]]
[[Finish inside her|marleen_gallery2][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnmediaat "marleen_no_sixtynine">>
<video src="ressources/chars/marleen/videos/stagethree/no/sixtynine.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_no_sixtynine>><</vnline>>
<<vnactions>>
[[Blowjob|marleen_gallery2][$scene to 3]]
[[Cowgirl|marleen_gallery2][$scene to 5]]
[[Finish inside her|marleen_gallery2][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnmediaat "marleen_no_cowgirl">>
<video src="ressources/chars/marleen/videos/stagethree/no/cowgirl.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_no_cowgirl>><</vnline>>
<<vnactions>>
[[Blowjob|marleen_gallery2][$scene to 3]]
[[69|marleen_gallery2][$scene to 4]]
[[Finish inside her|marleen_gallery2][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<vndialogbox>>
<<vnmediaat "marleen_creampie">>
<video src="ressources/chars/marleen/videos/stagethree/no/creampie.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_creampie>><</vnline>>
<<vnactionsat "marleen_creampie">>
[[Return to Marleen's gallery|Gallery]
[$galleryCharacter to "marleen";
$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline player>>I imagine myself living in the same home I grew up in. After I earn my Father's respect, and secure my inheritance, I'll be able to support us forever. And in the nicest house in all of Denlaw.<</vnline>>
<<vnline marleen>>That's a nice goal. It must have been a blessing to grow up so affluent.<</vnline>>
<<vnline player>>It was. And now that I know how to earn that same wealth, I really want to make sure I can. For both of us. For the family we might have.<</vnline>>
<<vnline marleen smile>>It's so sweet of you to try so hard. Just know that I'll be happy with you in a shack, just as much as I would in a mansion.<</vnline>>
<<vnline player>>That right there, is why I want to try so hard for it to be a mansion.<</vnline>>
<<vnline narrator key:find_food1>>She smiles softly and leans against you. Letting you wrap your arm around her as you continue to walk along the sidewalk.<</vnline>>
<<vnactionsat "find_food1">>
[[Find a place to eat and then head home|marleen_gallery3][$scene to 3]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline player>>A lot of possibilities come to mind. None of them really feel special above the rest though. As long as you're in it, every future I imagine is great.<</vnline>>
<<vnline narrator>>She smiles softly and leans against you. Letting you wrap your arm around her as you continue to walk along the sidewalk.<</vnline>>
<<vnline marleen blush>>You're just saying that to butter me up.<</vnline>>
<<vnline player>>I mean it. Rich or poor, healthy or sick, it's always better when you're in the picture.<</vnline>>
<<vnline marleen>>I agree. We should feel blessed that we are in one another's pictures then.<</vnline>>
<<vnline player>>I certainly do.<</vnline>>
<<vnline marleen key:find_food2>>I do as well.<</vnline>>
<<vnactionsat "find_food2">>
[[Find a place to eat and then head home|marleen_gallery3][$scene to 3]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnline narrator key:marleen_gf_blowjob>>Eventually you both come across a place to eat. The place even has a pool since it's connected to a hotel. You choose to eat outside and enjoy the night together. Sitting down, you order, talk, and eat. Every word shared between you both is sweet, and loving. Eventually growing more and more passionate before you suddenly realize how dirty you are talking to one another. It makes Marleen blush, but eventually your passionate talking becomes much more physical when Marleen takes you into her mouth right there by the water.<</vnline>>
<<vnmediaat "marleen_gf_blowjob">>
<video src="ressources/chars/marleen/videos/dates/blowjob.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnactionsat "marleen_gf_blowjob">>
[[You head home to continue this|marleen_gallery3][$scene to 4]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnmediaat "marleen_gf_cowgirl">>
<video src="ressources/chars/marleen/videos/dates/cowgirl.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_gf_cowgirl>><</vnline>>
<<vnactions>>
[[Reverse cowgirl|marleen_gallery3][$scene to 5]]
[[Doggy|marleen_gallery3][$scene to 6]]
[[Missionary|marleen_gallery3][$scene to 7]]
[[Finish on her face|marleen_gallery3][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnmediaat "marleen_gf_revcowgirl">>
<video src="ressources/chars/marleen/videos/dates/revcowgirl.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_gf_revcowgirl>><</vnline>>
<<vnactions>>
[[Cowgirl|marleen_gallery3][$scene to 4]]
[[Doggy|marleen_gallery3][$scene to 6]]
[[Missionary|marleen_gallery3][$scene to 7]]
[[Finish on her face|marleen_gallery3][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<vndialogbox>>
<<vnmediaat "marleen_gf_doggy">>
<video src="ressources/chars/marleen/videos/dates/doggy.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_gf_doggy>><</vnline>>
<<vnactions>>
[[Cowgirl|marleen_gallery3][$scene to 4]]
[[Reverse cowgirl|marleen_gallery3][$scene to 5]]
[[Missionary|marleen_gallery3][$scene to 7]]
[[Finish on her face|marleen_gallery3][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 7>>
<<vndialogbox>>
<<vnmediaat "marleen_gf_missionary">>
<video src="ressources/chars/marleen/videos/dates/missionary.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_gf_missionary>><</vnline>>
<<vnactions>>
[[Cowgirl|marleen_gallery3][$scene to 4]]
[[Reverse cowgirl|marleen_gallery3][$scene to 5]]
[[Doggy|marleen_gallery3][$scene to 6]]
[[Finish on her face|marleen_gallery3][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 8>>
<<vndialogbox>>
<<vnline narrator key:marleen_gf_facial>>You unload all over her pretty face. Enjoying the sensation of the release, but almost lamenting that the moment is ending.<</vnline>>
<<vnmediaat "marleen_gf_facial">>
<video src="ressources/chars/marleen/videos/dates/facial.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnactionsat "marleen_gf_facial">>
[[Return to Marleen's gallery|Gallery]
[$galleryCharacter to "marleen";
$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<galleryUnlock "marleen" "girlfriend_date">>
<<vndialogbox>>
<<vnline marleen smile>>I can promise you, <<print $chars.player.name>>, that so long as we are together there will never be a time when I say no to that. Where would you like to go?<</vnline>>
<<vnline player>>I sure hope you wouldn't say no! That'd be really embarrassing!<</vnline>>
<<vnline narrator>>You share a chuckle together.<</vnline>>
<<vnline player>>Let's head downtown. It's a beautiful night and we can find something that we want to eat along the way.<</vnline>>
<<vnline marleen>>I adore that idea. Let me get my coat.<</vnline>>
<<vnline narrator key:marleen_gfdate>>She throws her coat on and you head out down the road together. She's way too adorable. Every time you look at her it's like Marleen somehow gets more adorable.<</vnline>>
<<vnmediaat "marleen_gfdate">>
[img["ressources/chars/marleen/images/dates/date.webp"]]
<</vnmediaat>>
<<vnline marleen key:future_choice>>So, what do you think about when you imagine the future?<</vnline>>
<<vnactionsat "future_choice">>
[[Earning my inheritance|marleen_gfdate][$scene to 1]]
[[Doesn't matter as long as you're in it|marleen_gfdate][$scene to 2]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline player>>I imagine myself living in the same home I grew up in. After I earn my Father's respect, and secure my inheritance, I'll be able to support us forever. And in the nicest house in all of Denlaw.<</vnline>>
<<vnline marleen>>That's a nice goal. It must have been a blessing to grow up so affluent.<</vnline>>
<<vnline player>>It was. And now that I know how to earn that same wealth, I really want to make sure I can. For both of us. For the family we might have.<</vnline>>
<<vnline marleen smile>>It's so sweet of you to try so hard. Just know that I'll be happy with you in a shack, just as much as I would in a mansion.<</vnline>>
<<vnline player>>That right there, is why I want to try so hard for it to be a mansion.<</vnline>>
<<vnline narrator key:find_food1>>She smiles softly and leans against you. Letting you wrap your arm around her as you continue to walk along the sidewalk.<</vnline>>
<<vnactionsat "find_food1">>
[[Find a place to eat and then head home|marleen_gfdate][$scene to 3]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline player>>A lot of possibilities come to mind. None of them really feel special above the rest though. As long as you're in it, every future I imagine is great.<</vnline>>
<<vnline narrator>>She smiles softly and leans against you. Letting you wrap your arm around her as you continue to walk along the sidewalk.<</vnline>>
<<vnline marleen blush>>You're just saying that to butter me up.<</vnline>>
<<vnline player>>I mean it. Rich or poor, healthy or sick, it's always better when you're in the picture.<</vnline>>
<<vnline marleen>>I agree. We should feel blessed that we are in one another's pictures then.<</vnline>>
<<vnline player>>I certainly do.<</vnline>>
<<vnline marleen key:find_food2>>I do as well.<</vnline>>
<<vnactionsat "find_food2">>
[[Find a place to eat and then head home|marleen_gfdate][$scene to 3]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnline narrator key:marleen_gf_blowjob>>Eventually you both come across a place to eat. The place even has a pool since it's connected to a hotel. You choose to eat outside and enjoy the night together. Sitting down, you order, talk, and eat. Every word shared between you both is sweet, and loving. Eventually growing more and more passionate before you suddenly realize how dirty you are talking to one another. It makes Marleen blush, but eventually your passionate talking becomes much more physical when Marleen takes you into her mouth right there by the water.<</vnline>>
<<vnmediaat "marleen_gf_blowjob">>
<video src="ressources/chars/marleen/videos/dates/blowjob.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnactionsat "marleen_gf_blowjob">>
[[You head home to continue this|marleen_gfdate][$scene to 4]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnmediaat "marleen_gf_cowgirl">>
<video src="ressources/chars/marleen/videos/dates/cowgirl.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_gf_cowgirl>><</vnline>>
<<vnactions>>
[[Reverse cowgirl|marleen_gfdate][$scene to 5]]
[[Doggy|marleen_gfdate][$scene to 6]]
[[Missionary|marleen_gfdate][$scene to 7]]
[[Finish on her face|marleen_gfdate][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnmediaat "marleen_gf_revcowgirl">>
<video src="ressources/chars/marleen/videos/dates/revcowgirl.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_gf_revcowgirl>><</vnline>>
<<vnactions>>
[[Cowgirl|marleen_gfdate][$scene to 4]]
[[Doggy|marleen_gfdate][$scene to 6]]
[[Missionary|marleen_gfdate][$scene to 7]]
[[Finish on her face|marleen_gfdate][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<vndialogbox>>
<<vnmediaat "marleen_gf_doggy">>
<video src="ressources/chars/marleen/videos/dates/doggy.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_gf_doggy>><</vnline>>
<<vnactions>>
[[Cowgirl|marleen_gfdate][$scene to 4]]
[[Reverse cowgirl|marleen_gfdate][$scene to 5]]
[[Missionary|marleen_gfdate][$scene to 7]]
[[Finish on her face|marleen_gfdate][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 7>>
<<vndialogbox>>
<<vnmediaat "marleen_gf_missionary">>
<video src="ressources/chars/marleen/videos/dates/missionary.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_gf_missionary>><</vnline>>
<<vnactions>>
[[Cowgirl|marleen_gfdate][$scene to 4]]
[[Reverse cowgirl|marleen_gfdate][$scene to 5]]
[[Doggy|marleen_gfdate][$scene to 6]]
[[Finish on her face|marleen_gfdate][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 8>>
<<vndialogbox>>
<<vnline narrator key:marleen_gf_facial>>You unload all over her pretty face. Enjoying the sensation of the release, but almost lamenting that the moment is ending.<</vnline>>
<<vnmediaat "marleen_gf_facial">>
<video src="ressources/chars/marleen/videos/dates/facial.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline player>>We need to do this more often.<</vnline>>
<<vnline marleen>>I will gladly spend a night like this with you, whenever you ask.<</vnline>>
<<vnline player>>I love to hear it.<</vnline>>
<<vnline marleen key:marleen_gf_end>>I love to say it. <<set $chars.marleen.relation += 5>> <<set $chars.marleen.date_count += 1>> <<run advanceTime(2, 0)>><</vnline>>
<<vnactionsat "marleen_gf_end">>
[[Leave|PlayerHouse][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator key:marleen_intro>>The woman you approach is staring out, longingly, at the sunset. Her expression is empty. And it appears as though she is extremely deep in thought.
<<addclass "body" "marleen_intro1">><</vnline>>
<<vnline narrator>>Between when you first see her, and when you get closer to her, she begins to cry. It is a soft cry, as tears stream down her cheeks but she doesn't wail. She doesn't struggle to breath or call out. Only tears, flowing like rivers and streaking her makeup.
<<removeclass "body" "marleen_intro1">><<addclass "body" "marleen_intro2">><</vnline>>
<<vnline player>>Excuse me, are you okay?<</vnline>>
<<vnline narrator>>She looks over to you and suddenly smiles.<</vnline>>
<<vnline marleen beachoutfit>>Hello! Oh yes. I apologize, the scenery got to me. The Lord's world is so very beautiful isn't it?<</vnline>>
<<vnline narrator>>She speaks with a reverent tone. It sounds almost like she's praying just by speaking normally.<</vnline>>
<<vnline player>>Yeah, it is. Denlaw has beautiful beaches. I'm <<print $chars.player.name>> by the way.<</vnline>>
<<vnline marleen beachoutfit>>It is such a pleasure to meet you, <<print $chars.player.name>>. I'm Marleen D'Angelo.<</vnline>>
<<vnline player>>The pleasure is all mine, Marleen.<</vnline>>
<<vnline narrator>>She smiles softly at that.<</vnline>>
<<vnline marleen beachoutfit>>Be wary of pleasure, <<print $chars.player.name>>. It can be quite consuming. My tears are proof of that. I let myself be lost in the Lord's beauty. And here I am, looking like an absolute mess for it.<</vnline>>
<<vnline narrator>>She pulls a small napkin out from her purse and wipes her tears away, and the light makeup she was wearing along with it.<</vnline>>
<<vnline player>>Maybe. But if you're too wary, you never get to enjoy everything that's here. Some things are meant to be enjoyed. But that's why moderation is important.<</vnline>>
<<vnline marleen beachoutfit>>That is quite true. You are a kind soul, <<print $chars.player.name>>. Are you perhaps busy tomorrow?<</vnline>>
<<vnline player>>I'm not sure. But I'd bet I can make some time. Why do you ask?<</vnline>>
<<vnline marleen beachoutfit>>I have somewhere to be at this moment. But tomorrow, I would like to return to this spot. It would be nice if you would join me as well.<</vnline>>
<<vnline player>>I'll do my best to come by then.<</vnline>>
<<vnline marleen beachoutfitsmile>>I am blessed to hear you say that. I hope you have a great day, <<print $chars.player.name>>.<</vnline>>
<<vnline player>>You too, Marleen.<</vnline>>
<<vnline narrator key:marleen_intro_end>>You watch her head up along the sands towards the city. Marleen seems to be a very interesting and faithful woman. You'll have to come back to meet her here tomorrow some time if you want to know more about her. <<set $chars.marleen.relation += 5>> <<set $chars.marleen.objectives.introduction.completed to 1>> <<set $chars.marleen.intro_day to $day>> <<run advanceTime(1, 0)>> <<removeclass "body" "marleen_intro2">><<addclass "body" "marleen_intro_walkingout">><</vnline>>
<<vnactionsat "marleen_intro_end">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<setCharLocationClass "marleen">>
<<vndialogbox>>
<<vnactions>>
<<link "Leave" "CityMap">><<set $scene to 0>><<relationgain "marleen">>
<<addhours 1>><</link>>
<</vnactions>>
<<if $scene is 1>>
<<vnline player>>Have you always been so devout?<</vnline>>
<<vnline marleen>>No, I was raised by unfaithful parents. When I was about ten I knew I held the faith more than them. I actually don't speak to my father much. He was very disappointed when I told him I'd chosen to be a nun.<</vnline>>
<<elseif $scene is 2>>
<<vnline player>>Do you like nun training?<</vnline>>
<<vnline marleen>>It's actually called Seminary School. But yes I do! It can be lonely, but it helps me feel closer to the Lord.<</vnline>>
<<elseif $scene is 3>>
<<vnline player>>What do you do for fun?<</vnline>>
<<vnline marleen>>I love to pray, people watch, and cook. I feed the homeless at the church quite often. It warms my heart when they tell me they love the soup I made!<</vnline>>
<<elseif $scene is 4>>
<<vnline player>>Wanna go out with me?<</vnline>>
<<vnline marleen>>I thank you dearly for the offer. But I don't think it would be wise for us to go on a date.<</vnline>>
<<elseif $scene is 5>>
<<vnline player>>Do you regret not taking your vows?<</vnline>>
<<vnline marleen>>Heavens no! I could never regret choosing you!<</vnline>>
<</if>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline marleen beachoutfitexcited>>Oh! You came! I feel so blessed to see you.<</vnline>>
<<vnline player>>I said I would, didn't I?<</vnline>>
<<vnline marleen beachoutfit>>You said you would do your best. I had faith that your best would get you here. I am blessed to see that I was right.<</vnline>>
<<vnline player>>I'm glad I found the time. I would hate to have let you down when you had faith in me.<</vnline>>
<<vnline marleen beachoutfit>>Through faith, you never can let me down.<</vnline>>
<<vnline player>>You know, I think a Nun once told me something similar. You talk a lot like her from what I remember too.<</vnline>>
<<vnline narrator>>Marleen giggles at that.<</vnline>>
<<vnline marleen beachoutfit>>I can imagine why. I am a Novitate. I live in the church, and am only a few months from taking vows to be a Nun.<</vnline>>
<<vnline narrator>>You probably should have guessed. She certainly has the aura around her of someone who takes her faith extremely seriously.<</vnline>>
<<vnline player>>That's amazing! Do you enjoy it?<</vnline>>
<<vnline marleen beachoutfitsomber>>I do…<</vnline>>
<<vnline narrator>>She looks at you longingly, then out to the sea before looking back to you.<</vnline>>
<<vnline marleen beachoutfit>><<print $chars.player.name>>, might I ask you something peculiar?<</vnline>>
<<vnline player>>Sure, ask away.<</vnline>>
<<vnline narrator>>She suddenly takes your hand in hers and speaks very deliberately.<</vnline>>
<<vnline marleen beachoutfit>>Do you believe that everyone is destined to have love in their lives?<</vnline>>
<<vnline narrator key:path_choice>>That's a tough question to answer. And you get the feeling that whichever answer you give, will matter quite a bit for how your relationship with Marleen progresses.<</vnline>>
<<vnactionsat "path_choice">>
<div class="warning-choice">@@font-weight:bold;WARNING! The next choice has significant consequence. Marleen's questline splits permanently based on your answer. Choose wisely!@@</div>
[[Yes, I think there's love out there for everyone|marleen_stage_one][$scene to 1;$chars.marleen.path to "yes"]]
[[No, love is rare and not everyone gets it|marleen_stage_one][$scene to 2;$chars.marleen.path to "no"]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline player>>Yeah I think so. There's so many people, even if you don't meet them there has to be enough that everyone has at least someone out there that will love them the way they deserve.<</vnline>>
<<vnline narrator>>Her expression turns a bit dour.<</vnline>>
<<vnline marleen beachoutfitsomber>>I see. Thank you for your honesty. To return that kindness, I will speak honestly as well. I hope you are wrong.<</vnline>>
<<vnline player>>Why's that?<</vnline>>
<<vnline marleen beachoutfitsomber>>I have not felt love yet. It pains me to think that there might be love for me out there, that I will not see before I take my vows.<</vnline>>
<<vnline player>>If you found it before then, would you choose not to take those vows?<</vnline>>
<<vnline marleen beachoutfit>>I cannot say. I have not found it. But, I think that is the case. I feel, like I would choose it over the vows.<</vnline>>
<<vnline player>>Well, I hope that I'm wrong then. Or that you find that love before hand.<</vnline>>
<<vnline marleen beachoutfitsmile>>Thank you very much, <<print $chars.player.name>>. You are a very kind man. I'm sorry, I have to go. But I hope that we will be able to talk again.<</vnline>>
<<vnline player>>I'm sure we will. See you soon.<</vnline>>
<<vnline narrator key:marleen_s1_yes_end>>Marleen waves goodbye before turning and heading off the beach. She is quite the interesting girl. If you want to get closer to her before she takes her vows, you're going to have to find a lot of time to spend with her. Her faith is clearly strong. <<set $chars.marleen.relation += 5>> <<set $chars.marleen.objectives.stage_one.completed to 1>> <<set $chars.marleen.location to "Mall">> <<set $chars.marleen.locations to { 1: ["Mall", "Beach"], 2: ["Mall", "Park"], 3: ["Mall", "Church"], 4: ["Mall", "Ferry Wheel"], 5: ["Mall", "Beach"], 0: ["Church"] }>> <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "marleen_s1_yes_end">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline player>>I don't think it's that simple. Love is possible for everyone, but I doubt there are perfect matches and that everyone is meant to find their partner. It just doesn't always work that way.<</vnline>>
<<vnline narrator>>She smiles softly. One where you see the clear pain behind it.<</vnline>>
<<vnline marleen beachoutfithandoverheart>>I am pleased to hear that. It helps.<</vnline>>
<<vnline player>>What does it help?<</vnline>>
<<vnline marleen beachoutfit>>It's a relief. Choosing the life of a Nun feels more secure to me, when I imagine that I might have never found love at all.<</vnline>>
<<vnline player>>Sounds like you wouldn't take your vows if you found love.<</vnline>>
<<vnline marleen beachoutfit>>I wouldn't. And I've been a tad anxious about it. Anxious that I might take them, and then find the love of my life right after.<</vnline>>
<<vnline player>>Yeah, that must be hard. A vow is something that you can't just take back.<</vnline>>
<<vnline marleen beachoutfit>>Oh how right you are. Especially not one made with the Lord. Thank you, <<print $chars.player.name>>. You have given me a fresh perspective. And helped me quite a bit.<</vnline>>
<<vnline narrator>>She takes your hand and rubs it gently. A bit of a spark radiates through her and into you.<</vnline>>
<<vnline marleen beachoutfitsmile>>Thank you very much, <<print $chars.player.name>>. You are a very kind man. I'm sorry, I have to go. But I hope that we will be able to talk again.<</vnline>>
<<vnline player>>I'm sure we will. See you soon.<</vnline>>
<<vnline narrator key:marleen_s1_no_end>>Marleen lets go of your hand. She waves goodbye before turning and heading off the beach. She is quite the interesting girl. If you want to get closer to her before she takes her vows, you're going to have to find a lot of time to spend with her. Her faith is clearly strong. <<set $chars.marleen.relation += 5>> <<set $chars.marleen.objectives.stage_one.completed to 1>> <<set $chars.marleen.location to "Ferry Wheel">> <<set $chars.marleen.locations to { 1: ["Ferry Wheel", "Beach"], 2: ["Ferry Wheel", "Park"], 3: ["Ferry Wheel", "Church"], 4: ["Ferry Wheel", "Mall"], 5: ["Ferry Wheel", "Beach"], 0: ["Church"] }>> <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "marleen_s1_no_end">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<removeclass "body" "church">>
<<addclass "body" "marleen_vows">>
<<galleryUnlock "marleen" "stage_three_no">>
<<vndialogbox>>
<<vnline narrator key:marleen_ring_choice>>The bells are ringing, and people are filing in for the ceremony. It seems like you got here just in time. Marleen is all set to take her vows. And you hold in your hands the one thing that can stop her. The ring she threw out into the sea. Against all odds, you worked and fished your way to getting it back for her. She herself said it takes faith to believe that this was even possible. And now, here you are holding it. This moment is beyond pivotal. What you decide in this moment will shape Marleen's life forever. If you give her the ring, you're choosing to spend your life with her. Making her your girlfriend, and potentially even more one day. If you don't, and you let her take her vows, she will devote herself entirely to the Church. She will still be a friend, but you will get no closer with her. It's a lot to consider. But you know how she will react. The question, is what do you want?<</vnline>>
<<vnmediaat "marleen_ring_choice">>
[img["ressources/chars/marleen/images/ring.webp"]]
<</vnmediaat>>
<<vnactionsat "marleen_ring_choice">>
[[Show Marleen the ring and date her|marleen_stage_three_no][$scene to 2]]
[[Let Marleen take her vows|marleen_stage_three_no][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline narrator key:marleen_vows>>It would be beyond selfish to step between Marleen and her vows if you aren't ready to start building a life with her. She's worked so hard to build up her relationship with her religion. That just isn't something that you're ready to offer. So you walk in, and watch her take her vows. Supporting her as her friend.<</vnline>>
<<vnmediaat "marleen_vows">>
[img["ressources/chars/marleen/images/vows.webp"]]
<</vnmediaat>>
<<vnline narrator>>After the ceremony is complete, Marleen is a nun. She comes to you to speak when it's all finished.<</vnline>>
<<vnline marleen>>Thank you for being here, <<print $chars.player.name>>. It means a lot.<</vnline>>
<<vnline player>>I wouldn't miss it. I know how important this is to you. I'm sorry that your love never came through.<</vnline>>
<<vnline marleen>>Thank you. But you're wrong.<</vnline>>
<<vnline player>>I am?<</vnline>>
<<vnline narrator>>A hint of anxiety builds inside you. Wondering if she knows that you're lying.<</vnline>>
<<vnline marleen>>My love has been the Lord this entire time. The moment I took my vows I knew it was the truth all along. He guided me here. And now I fully see and feel why.<</vnline>>
<<vnline player>>I'm really happy for you then.<</vnline>>
<<vnline narrator>>You extend your hand out to shake hers in congratulations. She giggles and takes it, shaking it firmly.<</vnline>>
<<vnline player>>I hope you being a Sister now doesn't mean we can't still be friends and hang out.<</vnline>>
<<vnline marleen>>Oh goodness of course not. And please, you don't have to call me Sister. It will be a long time before I even feel comfortable with strangers calling me that.<</vnline>>
<<vnline narrator key:marleen_vows_end>>You share a laugh with her and talk for a while. She seems as happy and as content as you've ever seen her. For once, the sadness and loneliness that plagued her since before you met her, is completely gone. And it's a beautiful thing to see. <<set $chars.marleen.relation += 5>> <<set $chars.marleen.objectives.stage_three_no.completed to 1>> <<set $chars.marleen.took_vows to 1>> <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "marleen_vows_end">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator>>Before the ceremony begins, you find Marleen. Waving her down and running up to speak with her. She smiles when she sees you, walking over to see why you've made your way to the cloisters of the building.<</vnline>>
<<vnline marleen smile>><<print $chars.player.name>>! I'm so glad you came! Why are you back here? The ceremony will start soon.<</vnline>>
<<vnline player>>I had to talk to you before it starts. I have something that I need to show you.<</vnline>>
<<vnline narrator>>You pull out the ring and show it to her. Her eyes go wide, and she stifles a gasp. Nearly speechless from seeing you hold that in front of her.<</vnline>>
<<vnline marleen shocked>>Oh my goodness. That's- But how?<</vnline>>
<<vnline player>>I took what you said to heart. If it was meant to be, then someone would find it. Well, I grabbed a fishing pole, and I found it. I'm not certain about what it means. But, I know that I brought it to you because I want what I think it means.<</vnline>>
<<vnline narrator key:marleen_no_blowjob_setup>>Marleen suddenly grabs you, pulling you in for a kiss. Deep, passionate, enthralling as she presses herself against you while pulling you in as close as she can. Each moment letting you sink into one another as everything that's been building up until this point bursts free all at once. She pulls away, looks around, and drags you through the cloisters until you reach what you assume is her room. She climbs on the bed and undoes your pants. Every time your eyes meet with hers you see the lust that she has. The love, and the adoration, and the feeling of finally having found the person that she has been hoping to find her entire life.<</vnline>>
<<vnactionsat "marleen_no_blowjob_setup">>
[[Join her on the bed|marleen_stage_three_no][$scene to 3]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnmediaat "marleen_no_blowjob">>
<video src="ressources/chars/marleen/videos/stagethree/no/blowjob.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_no_blowjob>><</vnline>>
<<vnactions>>
[[69|marleen_stage_three_no][$scene to 4]]
[[Cowgirl|marleen_stage_three_no][$scene to 5]]
[[Finish inside her|marleen_stage_three_no][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnmediaat "marleen_no_sixtynine">>
<video src="ressources/chars/marleen/videos/stagethree/no/sixtynine.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_no_sixtynine>><</vnline>>
<<vnactions>>
[[Blowjob|marleen_stage_three_no][$scene to 3]]
[[Cowgirl|marleen_stage_three_no][$scene to 5]]
[[Finish inside her|marleen_stage_three_no][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnmediaat "marleen_no_cowgirl">>
<video src="ressources/chars/marleen/videos/stagethree/no/cowgirl.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_no_cowgirl>><</vnline>>
<<vnactions>>
[[Blowjob|marleen_stage_three_no][$scene to 3]]
[[69|marleen_stage_three_no][$scene to 4]]
[[Finish inside her|marleen_stage_three_no][$scene to 6]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<vndialogbox>>
<<vnmediaat "marleen_creampie">>
<video src="ressources/chars/marleen/videos/stagethree/no/creampie.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_creampie>><</vnline>>
<<vnactionsat "marleen_creampie">>
[[Lay with her and talk|marleen_stage_three_no][$scene to 7]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 7>>
<<vndialogbox>>
<<vnline marleen smile>>I think I missed my ceremony.<</vnline>>
<<vnline player>>Well, I hope you weren't still planning on going through with it.<</vnline>>
<<vnline marleen>>No, not any longer. The Lord showed me the path of love I must follow. It is a path I will walk with you.<</vnline>>
<<vnline narrator>>You wrap your arm around her and hold her close.<</vnline>>
<<vnline player>>We walk it together.<</vnline>>
<<vnline narrator key:marleen_s3_no_end>>Nothing more need be said. While you wish you could lay there with her forever, you both have to go. Marleen has to sort out moving from the church, into your place. And you can't spend every moment here. It's likely not a good thing that you were here at all. So you head out, more excited than ever to see Marleen in the future, knowing that the love you share will propel you both forward together. <<set $chars.marleen.relation += 5>> <<set $chars.player.girlfriend to "Marleen">> <<set $chars.marleen.objectives.stage_three_no.completed to 1>> <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "marleen_s3_no_end">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<set _currenthousing to getCurrentHousing()>>
<<set _bg to _currenthousing + "-livingroom">>
<<if $scene is 0>>
<<addclass "body" "marleen_park_fun">>
<<removeclass "body" _bg>>
<<else>>
<<removeclass "body" "marleen_park_fun">>
<<addclass "body" _bg>>
<</if>>
<<if $scene is 0>>
<<galleryUnlock "marleen" "stage_three_yes">>
<<vndialogbox>>
<<vnline narrator key:marleen_s3_yes>>The moment that Marleen agreed to spend the day with you, getting to the park became a priority. Playing games in the park, from pickleball to tossing a Frisbee around, lets you relive some of those same joys from going to the park when you were younger. Marleen makes it easy as well. You can see by the huge smile on her face that she is always having just as much fun as you are. Sometimes, it seems like she's even having more fun.<</vnline>>
<<vnline narrator>>After quite a long day of just playing around and having fun together though, you bring her back to your place and order some food. It gives you the chance to talk a bit while you wait for it to arrive.<</vnline>>
<<if $chars.player.housing.modernapartments is 1 || $chars.player.housing.bighouse is 1 || $chars.player.housing.smallhouse is 1>>
<<vnline marleen>>I appreciate your apartment. It is not large, but that's good. It's humble. Humility is a great attribute.<</vnline>>
<<else>>
<<vnline marleen>>Your home is so warm and inviting. It truly has the feel of a place that I could be happy to never leave.<</vnline>>
<</if>>
<<vnline player>>Thanks. I'm happy with it. At least for now I am. But you being here certainly makes it even better.<</vnline>>
<<vnline narrator>>She blushes deeply.<</vnline>>
<<vnline marleen blush>>Oh, you are just saying that.<</vnline>>
<<vnline player>>I'm not. This might be the first time I've invited you here, but I really hope it isn't the last. The place felt more complete the moment you walked in the door.<</vnline>>
<<vnline narrator key:marleen_kiss>>She looks at you with a look of stars in her eyes. A breath is caught in her throat as you pull her close. She melts in your arms and leans into you. Pressing her lips against yours suddenly. She pulls away quickly, shocked at what she just did.<</vnline>>
<<vnline marleen blush>>I'm… I'm so sorry I didn't mean to just do that.<</vnline>>
<<vnline player>>Don't apologize, I liked it. A lot.<</vnline>>
<<vnline narrator key:marleen_blowjob_setup>>You lean in towards her and the kiss continues. Growing more and more passionate. She loses herself to your touch. You soon follow suit as kissing becomes groping. And before you know it she is laying on your bed and unbuckling your pants.<</vnline>>
<<vnactionsat "marleen_blowjob_setup">>
[[Join her on the bed|marleen_stage_three_yes][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnmediaat "marleen_blowjob">>
<video src="ressources/chars/marleen/videos/stagethree/yes/blowjob.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_blowjob>><</vnline>>
<<vnactions>>
[[Missionary|marleen_stage_three_yes][$scene to 2]]
[[Doggy|marleen_stage_three_yes][$scene to 3]]
[[69|marleen_stage_three_yes][$scene to 4]]
[[Reverse cowgirl|marleen_stage_three_yes][$scene to 5]]
[[Cowgirl|marleen_stage_three_yes][$scene to 6]]
[[Finish on her face|marleen_stage_three_yes][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnmediaat "marleen_missionary">>
<video src="ressources/chars/marleen/videos/stagethree/yes/missionary.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_missionary>><</vnline>>
<<vnactions>>
[[Blowjob|marleen_stage_three_yes][$scene to 1]]
[[Doggy|marleen_stage_three_yes][$scene to 3]]
[[69|marleen_stage_three_yes][$scene to 4]]
[[Reverse cowgirl|marleen_stage_three_yes][$scene to 5]]
[[Cowgirl|marleen_stage_three_yes][$scene to 6]]
[[Finish on her face|marleen_stage_three_yes][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnmediaat "marleen_doggy">>
<video src="ressources/chars/marleen/videos/stagethree/yes/doggy.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_doggy>><</vnline>>
<<vnactions>>
[[Blowjob|marleen_stage_three_yes][$scene to 1]]
[[Missionary|marleen_stage_three_yes][$scene to 2]]
[[69|marleen_stage_three_yes][$scene to 4]]
[[Reverse cowgirl|marleen_stage_three_yes][$scene to 5]]
[[Cowgirl|marleen_stage_three_yes][$scene to 6]]
[[Finish on her face|marleen_stage_three_yes][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnmediaat "marleen_sixtynine">>
<video src="ressources/chars/marleen/videos/stagethree/yes/sixtynine.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_sixtynine>><</vnline>>
<<vnactions>>
[[Blowjob|marleen_stage_three_yes][$scene to 1]]
[[Missionary|marleen_stage_three_yes][$scene to 2]]
[[Doggy|marleen_stage_three_yes][$scene to 3]]
[[Reverse cowgirl|marleen_stage_three_yes][$scene to 5]]
[[Cowgirl|marleen_stage_three_yes][$scene to 6]]
[[Finish on her face|marleen_stage_three_yes][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnmediaat "marleen_revcowgirl">>
<video src="ressources/chars/marleen/videos/stagethree/yes/revcowgirl.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_revcowgirl>><</vnline>>
<<vnactions>>
[[Blowjob|marleen_stage_three_yes][$scene to 1]]
[[Missionary|marleen_stage_three_yes][$scene to 2]]
[[Doggy|marleen_stage_three_yes][$scene to 3]]
[[69|marleen_stage_three_yes][$scene to 4]]
[[Cowgirl|marleen_stage_three_yes][$scene to 6]]
[[Finish on her face|marleen_stage_three_yes][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<vndialogbox>>
<<vnmediaat "marleen_cowgirl">>
<video src="ressources/chars/marleen/videos/stagethree/yes/cowgirl.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_cowgirl>><</vnline>>
<<vnactions>>
[[Blowjob|marleen_stage_three_yes][$scene to 1]]
[[Missionary|marleen_stage_three_yes][$scene to 2]]
[[Doggy|marleen_stage_three_yes][$scene to 3]]
[[69|marleen_stage_three_yes][$scene to 4]]
[[Reverse cowgirl|marleen_stage_three_yes][$scene to 5]]
[[Finish on her face|marleen_stage_three_yes][$scene to 7]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 7>>
<<vndialogbox>>
<<vnmediaat "marleen_facial">>
<video src="ressources/chars/marleen/videos/stagethree/yes/facial.mp4" autoplay loop controls></video>
<</vnmediaat>>
<<vnline key:marleen_facial>><</vnline>>
<<vnactionsat "marleen_facial">>
[[Lay with her and talk|marleen_stage_three_yes][$scene to 8]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 8>>
<<vndialogbox>>
<<vnline narrator>>Every moment since that crescendo to the evening has felt serene and blissful. And even as Marleen breaks the silence, there is a wonderful serenity to her serious tone. Like it's just easy, even when it's difficult.<</vnline>>
<<vnline marleen>>You have a way about you, <<print $chars.player.name>>. I can't articulate it. But I have felt cared for by you in a way I've never felt before. I'm beginning to wonder if you are the one love that I've been searching for. But… I fear I might be saying so too soon. You are the first person to truly make me question whether I should take my vows.<</vnline>>
<<vnline narrator>>There is a pause that hangs heavy in the air. It's best not to interrupt her right now. But it takes her a moment to collect herself and her thoughts. A visage of pure vulnerability spreads across her face as she continues.<</vnline>>
<<vnline marleen key:marleen_gf_choice>>We've been on many dates now. I would very much like to know, how are you feeling about… us?<</vnline>>
<<vnactionsat "marleen_gf_choice">>
<div class="warning-choice">@@font-weight:bold;WARNING! The next choice has significant consequence. Becoming exclusive with a girl offers benefits, but also risks. Progressing too far, or being caught dating other girls may cause significant conflict, depending on the girls in question. Choose wisely!@@
@@font-style:italic;(This system is not currently present, and will be added in the future. Your choice now, will still be noted in your save file.)@@</div>
[[Start an exclusive relationship with Marleen|marleen_stage_three_yes][$scene to 9]]
[[Keep it casual with Marleen|marleen_stage_three_yes][$scene to 10]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 9>>
<<vndialogbox>>
<<vnline player>>I feel like this is going great. And I care about you the same way. I'd really like to make this official, if you're interested in that.<</vnline>>
<<vnline marleen overjoyed>>My goodness YES! I would want nothing more!<</vnline>>
<<vnline narrator key:marleen_s3_exclusive>>Marleen pushes herself up to pounce on you. Laying on top of you and pressing her lips against yours. Kissing more and more deeply until she can't press herself against you any more firmly. Marleen has finally found the love that she has been searching for. And you're the one to give it to her. Her happiness radiates into you, and the future shared by you both looks bright. <<set $chars.marleen.relation += 5>> <<set $chars.player.girlfriend to "Marleen">> <<set $chars.marleen.objectives.stage_three_yes.completed to 1>> <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "marleen_s3_exclusive">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 10>>
<<vndialogbox>>
<<vnline player>>I feel like we're on a really nice path. One that I want to keep exploring with you. I'm not sure I'm ready to use the word 'love' yet. You deserve the first time you hear that from me to be a time when I really mean it. But, the path we're on does lead there I think.<</vnline>>
<<vnline narrator>>She smiles softly. There's an obvious hurt in her expression. But it's hidden behind what appears to be a deep and intensive thought.<</vnline>>
<<vnline marleen smile>>Thank you for being honest. In a way, I feel blessed for you to say this. I feel this loved, even when you are not ready to say it. I cannot imagine how great it will feel when you are.<</vnline>>
<<vnline narrator key:marleen_s3_casual>>She wraps her arms tight around you and hugs you. Not seeming to want to let go any time soon. <<set $chars.marleen.relation += 5>> <<set $chars.marleen.objectives.stage_three_yes.completed to 1>> <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "marleen_s3_casual">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator>>Marleen is sitting on the edge of the pier, dangling her feet over the edge and leaning her arms over the lower railing. As you get closer, the dejected look on her face becomes very clear. It's a look of pure sorrow, and likely depression. She's staring at the water a little too intensely as well. You grab a seat next to her, and look over the bar of the railing with a friendly smile to meet her eyes.<</vnline>>
<<vnline player>>Hey Marleen! What are you up to?<</vnline>>
<<vnline marleen plain>>Hello <<print $chars.player.name>>, it is good to see you. I am… Just looking out into the water. Thinking about many things.<</vnline>>
<<vnline player>>You look like something has you feeling sad. Wanna talk about it?<</vnline>>
<<vnline marleen>>Perhaps it will help.<</vnline>>
<<vnline narrator>>She takes a deep breath before continuing to speak.<</vnline>>
<<vnline marleen plain>>I have felt empty for some time now. I am beginning to feel that taking the vows is not the right path for me.<</vnline>>
<<vnline player>>Is something making you lose faith?<</vnline>>
<<vnline marleen>>Oh goodness no. My faith in the Lord is strong as ever. That is why I am struggling. I want to serve him. But if my heart is not in it, is that not him telling me that I am on the wrong path?<</vnline>>
<<vnline player>>I wish I could tell you. What path does your heart tell you that you should be on?<</vnline>>
<<vnline marleen>>My heart aches to find love. I'm only following the path of the convent, because I have not found love. I'm scared that it simply isn't out there for me. No matter how deeply I want it.<</vnline>>
<<vnline player>>Is your heart open to it?<</vnline>>
<<vnline narrator>>She looks at you with a quizzical expression.<</vnline>>
<<vnline player>>You're so focused on the vows, and whether or not they are the right or wrong decision. And that just isn't leaving enough of you to open up to the opportunities around you. For all you know, I might be the love that you're looking for. But, unless you open yourself up to the idea that almost anyone could be, no one ever will be.<</vnline>>
<<vnline narrator>>She blushes deeply at the way you speak of yourself as a potential love for her.<</vnline>>
<<vnline marleen worried>>What if I open myself, and it never comes?<</vnline>>
<<vnline player>>That's the risk. You have to decide if it's worth it for you. These things take time though. You can't expect it to be instant.<</vnline>>
<<vnline marleen>>I cannot decide. But the Lord can. He guides us better than anyone. If I am destined for love…<</vnline>>
<<vnline narrator>>She pauses as she pulls a ring off her finger. Turning it in her fingers for a moment before tossing it out into the sea.<</vnline>>
<<vnline marleen>>Then a man will bring me my ring. And I will know that this would be the Lord guiding me to my love.<</vnline>>
<<vnline player>>That's putting a lot of faith into something so uncertain.<</vnline>>
<<vnline marleen smile>>That's why it takes faith.<</vnline>>
<<vnline narrator key:marleen_s2_no_end>>She smiles through tears as she gets up and begins to walk away. Hiding her growing tears from you as she leaves you alone on the pier. It's going to take a fishing pole, and a lot of luck, for anyone to get that ring. But at least you know what you need to do, if you want to show Marleen that you care. <<set $chars.marleen.relation += 5>> <<set $chars.marleen.objectives.stage_two_no.completed to 1>> <<set $chars.marleen.locations to { 1: ["Beach", "Ferry Wheel", "Park", "Church"], 2: ["Beach", "Ferry Wheel", "Park", "Church"], 3: ["Beach", "Ferry Wheel", "Park", "Church"], 4: ["Beach", "Ferry Wheel", "Park", "Church"], 5: ["Beach", "Ferry Wheel", "Park", "Church"], 0: ["Church"] }>> <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "marleen_s2_no_end">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline marleen excited>>Those who come to the Lord and accept him into their hearts shall be saved!<</vnline>>
<<vnline narrator>>People walk past Marleen, most of them avoiding eye contact as she proselytizes at the mall. It's shocking that she hasn't been kicked out yet. With the way some are starting to stare, it might be best if you get her away from here for now. She waves excitedly at you the moment her eyes lock onto yours.<</vnline>>
<<vnline marleen smile>><<print $chars.player.name>>! What a superb surprise. I am so happy to see you here. How have you been?<</vnline>>
<<vnline player>>I'm good, thanks. How about you?<</vnline>>
<<vnline marleen>>Oh the Lord makes every day a blessed one.<</vnline>>
<<vnline player>>Are you busy? Would you like to head to the food court and talk? We can grab something to eat, my treat.<</vnline>>
<<vnline marleen>>That sounds lovely. Yes I would like that.<</vnline>>
<<vnline narrator>>A short jaunt to the food court, and a quick order of Chinese food later and you're sitting down with her at a table. The first few moments are silent as you each just enjoy the food. Before finally you break the silence.<</vnline>>
<<vnline player>>So, why did you decide the church was where you wanted to be?<</vnline>>
<<vnline marleen>>I've always been quite faithful. I get it from my mother. My father, although he was a good provider, did not share or support me in my faith. In fact, he has been quite intolerant of it. He removed me from his will when I revealed my decision to take the vows to him.<</vnline>>
<<vnline player>>Oh no, I'm so sorry. Believe it or not, I can somewhat relate. My father is really wealthy too. And he recently kicked me out of the house. I'm not cut out of anything yet. But, if I don't do something to impress him, then I will be.<</vnline>>
<<vnline marleen plain>>It is far too tragic of a tale for us to share. My father wanted me to follow him into the legal field. But, I saw what he was forced to do to be successful. I could never be party to that. It is frustrating. But, it is comforting to know I'm not alone.<</vnline>>
<<vnline player>>I know what you mean. It can be isolating if you feel like people can't really relate to your problems. If nothing else, at least now we have each other to talk to. Someone that we know will understand it.<</vnline>>
<<vnline marleen>>That is so very true. It's quite spirit-lifting. Perhaps that is why the Lord brought us together.<</vnline>>
<<vnline narrator>>You talk with her more for the better part of an hour. The food on your trays goes down, and even when they're empty you continue to talk. Eventually though, she has to leave. So you take her tray for her, and walk her out of the mall. Standing by her car as you get ready to say goodbye, for now.<</vnline>>
<<vnline player>>This was a fun sort of date.<</vnline>>
<<vnline marleen>>Date?<</vnline>>
<<vnline player>>Sort of, yeah.<</vnline>>
<<vnline narrator>>You chuckle.<</vnline>>
<<vnline player>>We had a meal together, talked about our lives, and learned a lot about each other. Sounds a lot like a first date to me.<</vnline>>
<<vnline narrator>>She blushes deeply.<</vnline>>
<<vnline marleen blush>>Oh, I suppose you are correct. A pleasant accident, it would seem.<</vnline>>
<<vnline player>>I'm open to doing it again on purpose some time if you are.<</vnline>>
<<vnline marleen>>I believe I would like that. I can't believe it actually.<</vnline>>
<<vnline player>>Hmm? What can't you believe?<</vnline>>
<<vnline marleen>>I've never been so willing to go on a date with someone before. I've always felt like I was betraying my beliefs to do so. I'm shocked that I feel so excited about the idea of doing this again.<</vnline>>
<<vnline player>>Well, it might sound a bit selfish but, I'm certainly glad to hear it. I'll make sure to ask you out properly soon then. Okay?<</vnline>>
<<vnline narrator>>She blushes even deeper.<</vnline>>
<<vnline marleen blush>>Okay. I am looking forward to it.<</vnline>>
<<vnline player>>Likewise. See you soon.<</vnline>>
<<vnline narrator key:marleen_s2_yes_end>>Marleen waves goodbye and heads into her car. Heading off and leaving you at the mall. You consider that asking her out sooner is better. If anything is going to happen between you and her, it has to happen before she takes any vows. <<set $chars.marleen.relation += 5>> <<set $chars.marleen.objectives.stage_two_yes.completed to 1>> <<set $chars.marleen.locations to { 1: ["Beach", "Ferry Wheel", "Park", "Church"], 2: ["Beach", "Ferry Wheel", "Park", "Church"], 3: ["Beach", "Ferry Wheel", "Park", "Church"], 4: ["Beach", "Ferry Wheel", "Park", "Church"], 5: ["Beach", "Ferry Wheel", "Park", "Church"], 0: ["Church"] }>> <<run advanceTime(1, 0)>><</vnline>>
<<vnactionsat "marleen_s2_yes_end">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<setCharLocationClass "marleen">>
<<vndialogbox>>
<<if $chars.player.girlfriend is "Marleen">>
<<vnline marleen>>I am so blessed to have found you. It fills me with so much joy to have found my love.<</vnline>>
<<elseif $chars.marleen.location is "Church">>
<<vnline marleen>>I do love being here. Just being within these walls calms me so thoroughly.<</vnline>>
<<elseif $chars.marleen.location is "Beach">>
<<vnline marleen>>I saw a dolphin crest the water, just the other day. It was such a blessed sight.<</vnline>>
<<elseif $chars.marleen.location is "Ferry Wheel">>
<<vnline marleen>>The Lord has not blessed me with the skill to win at any of the pier games. They are still very fun to play though!<</vnline>>
<<elseif $chars.marleen.location is "Park">>
<<vnline marleen>>Oh <<print $chars.player.name>> you just missed it. There were two Great Tits, and a Swallow! Aren't birds so beautiful?<</vnline>>
<<elseif $chars.marleen.location is "Home">>
<<vnline marleen>>It's so much nicer being here than at the church. I loved living there, but the bed was just terrible. I'm always glad to spend time in your bed, with you.<</vnline>>
<<elseif $discussion is 0>>
<<vnline marleen>>Have you prayed today? Sometimes I'm not sure if I ever truly stop praying.<</vnline>>
<<elseif $discussion is 1>>
<<vnline marleen>>Hmm, the air is so clear today. So much beauty to enjoy in this blessed world.<</vnline>>
<<elseif $discussion is 2>>
<<vnline marleen>>I love to people watch. Seeing how varied the lives of the people on Earth are makes me swell with hope and faith.<</vnline>>
<</if>>
<<vnactions>>
<<link "Leave" "CityMap">><<set $scene to 0>><<relationgain "marleen">>
<<addhours 1>><</link>>
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set _coffeeLabels to {
black: "Black Coffee",
macchiato: "Macchiato",
espresso: "Espresso",
latte: "Latte"
}>>
<<set _availableCoffee to Object.keys($inventory.coffee).filter(function(coffeeKey) { return $inventory.coffee[coffeeKey] > 0; })>>
<<vndialogbox>>
<<if _availableCoffee.length is 0>>
<<vnline marleen key:no_coffee>>You don't seem to have a coffee with you.<</vnline>>
<<vnactionsat "no_coffee">>
[[Back|Marleen][$scene to 0; $selectedCoffee to ""]]
<</vnactionsat>>
<<elseif not $selectedCoffee>>
<<vnline marleen key:coffee_pick>>You brought coffee? That is very thoughtful. What kind is it?<</vnline>>
<<vnactionsat "coffee_pick">>
<<for _i to 0; _i lt _availableCoffee.length; _i++>>
<<set _coffeeKey to _availableCoffee[_i]>>
<<capture _coffeeKey>>
<<link _coffeeLabels[_coffeeKey] "marleencoffee">><<set $selectedCoffee to _coffeeKey>><</link>>
<</capture>>
<</for>>
[[Never mind|Marleen][$scene to 0; $selectedCoffee to ""]]
<</vnactionsat>>
<<elseif $inventory.coffee[$selectedCoffee] gt 0>>
<<set _coffeeName to _coffeeLabels[$selectedCoffee]>>
<<set _coffeeRelationGain to 1>>
<<set _coffeeReaction to "Thank you, " + $chars.player.name + ". That was very kind of you.">>
<<if $selectedCoffee is "latte">>
<<set _coffeeRelationGain to 2>>
<<set _coffeeReaction to "A latte? Oh, this is lovely. Sweet, warm, and comforting. Thank you.">>
<<elseif $selectedCoffee is "espresso">>
<<set _coffeeRelationGain to 0>>
<<set _coffeeReaction to "Thank you, but espresso is a little too intense for me.">>
<</if>>
<<set $inventory.coffee[$selectedCoffee] to $inventory.coffee[$selectedCoffee] - 1>>
<<set $chars.marleen.relation to $chars.marleen.relation + _coffeeRelationGain>>
<<vnline player>><<print _coffeeName>>. I thought you might like it.<</vnline>>
<<vnline marleen key:coffee_result>><<print _coffeeReaction>><</vnline>>
<<vnactionsat "coffee_result">>
[[Back|Marleen][$scene to 0; $selectedCoffee to ""]]
<</vnactionsat>>
<<else>>
<<vnline marleen key:no_coffee_selected>>That coffee doesn't seem to be available anymore.<</vnline>>
<<vnactionsat "no_coffee_selected">>
[[Back|marleencoffee][$selectedCoffee to ""]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set _giftLabels to {
flowers: "Flowers",
stuffedAnimal: "Stuffed Animal",
perfume: "Perfume",
necklace: "Necklace",
chocolates: "Chocolates",
fruitBouquet: "Fruit Bouquet",
dumbbells: "Dumbbells"
}>>
<<set _availableGifts to Object.keys($inventory.gifts).filter(function(giftKey) { return $inventory.gifts[giftKey] > 0; })>>
<<vndialogbox>>
<<if _availableGifts.length is 0>>
<<vnline marleen key:no_gifts>>You don't currently have a gift to offer.<</vnline>>
<<vnactionsat "no_gifts">>
[[Back|Marleen][$scene to 0; $selectedGift to ""]]
<</vnactionsat>>
<<elseif not $selectedGift>>
<<vnline marleen key:gift_pick>>A gift? That is very sweet of you. What did you bring?<</vnline>>
<<vnactionsat "gift_pick">>
<<for _i to 0; _i lt _availableGifts.length; _i++>>
<<set _giftKey to _availableGifts[_i]>>
<<capture _giftKey>>
<<link _giftLabels[_giftKey] "marleengift">><<set $selectedGift to _giftKey>><</link>>
<</capture>>
<</for>>
[[Never mind|Marleen][$scene to 0; $selectedGift to ""]]
<</vnactionsat>>
<<elseif $inventory.gifts[$selectedGift] gt 0>>
<<set _giftName to _giftLabels[$selectedGift]>>
<<set _giftRelationGain to 1>>
<<set _giftReaction to "Thank you, " + $chars.player.name + ". That was very considerate.">>
<<if $selectedGift is "stuffedAnimal">>
<<set _giftRelationGain to 2>>
<<set _giftReaction to "Oh, this is adorable. I love it. I will keep it somewhere special.">>
<<elseif $selectedGift is "perfume">>
<<set _giftRelationGain to 0>>
<<set _giftReaction to "Thank you, but perfume has never really felt like me.">>
<</if>>
<<set $inventory.gifts[$selectedGift] to $inventory.gifts[$selectedGift] - 1>>
<<set $chars.marleen.relation to $chars.marleen.relation + _giftRelationGain>>
<<vnline player>><<print _giftName>>. I thought of you when I saw it.<</vnline>>
<<vnline marleen key:gift_result>><<print _giftReaction>><</vnline>>
<<vnactionsat "gift_result">>
[[Back|Marleen][$scene to 0; $selectedGift to ""]]
<</vnactionsat>>
<<else>>
<<vnline marleen key:no_gift_selected>>It seems that item isn't available anymore.<</vnline>>
<<vnactionsat "no_gift_selected">>
[[Back|marleengift][$selectedGift to ""]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set _stat to ["strength","willpower", "perception", "charisma", "intelligence"].random()>>
<<set $chars.player.baseLocations.dailyBuff.stat to _stat>>
<<set $chars.player.baseLocations.dailyBuff.day to $day>>
<<applyHousingClass>>
<<addhours 1>>
<<vndialogbox>>
<<vnline narrator key:boost>>You pull out some food from the fridge and whip yourself up something quick, easy, and delicious. Getting a good meal in is a great way to make your day better. It provides the energy you need to really maximize your efforts. Now you just have to put that energy to good use! You got a _stat experience boost. Enjoy double experience for it today. <</vnline>>
<<vnmediaat "boost">>[img["ressources/cg/home/eating/meal.webp"]]<</vnmediaat>>
<<vnactions>>
[[Leave|PlayerKitchen]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline mei key:questions>>What do you want to know?<</vnline>>
<<vnactionsat "questions">>
[[Why did you become an inventor?|mei_questions][$scene to 1]]
[[How is your store doing financially?|mei_questions][$scene to 2]]
[[Have you always been so smug?|mei_questions][$scene to 3]]
<<if $chars.player.girlfriend isnot "Mei">>[[Wanna go out on a date?|mei_questions][$scene to 4]]<</if>>
<<if $chars.mei.objectives.stage_three.completed is true>>[[Any news on the Every-Threader?|mei_questions][$scene to 5]]<</if>>
<<if $chars.player.girlfriend is "Mei">>[[How are you feeling about us?|mei_questions][$scene to 6]]<</if>>
<</vnactionsat>>
<</vndialogbox>>
<<setCharLocationClass "mei">>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator key:mei_calling>>You're about to grab a seat, and finally rest and relax. Take a load off from your day, and finally get some time alone. But then, as soon as your butt hits the seat, your phone rings. As if the universe knows that you just sat down, it sends you someone who needs to talk to you just then to interrupt. Looking at the screen though, it says that Mei is calling. You've seen her around the city, but this is the first time she's really reached out since she kissed you, then kicked you out of her place.<</vnline>>
<<vnmediaat "mei_calling">>
[img["ressources/chars/mei/images/mei_calling.webp"]]
<</vnmediaat>>
<<vnline player>>Hey Mei.<</vnline>>
<<vnline narrator>>You answer rather flatly. No emotion put into the words, either positive nor negative. Mei however sounds very apologetic as she speaks.<</vnline>>
<<vnline mei>>I would like to sincerely apologize for how I acted previously. I allowed my emotions to overwhelm me. I kissed you without permission. And then, when I realized my mistake, I made it worse by screaming at you. I am sorry.<</vnline>>
<<vnline narrator>>Her apology is well thought out, and sounds a little robotic. But that is just how she often sounds. There is a clear genuine emphasis behind her words. She doesn't seem to be laying it out as if she feels like she has to. Instead doing so because she seems to believe that showing that she understands what she did wrong is important. It can't hurt to accept the apology. She clearly means it.<</vnline>>
<<vnline player>>Apology accepted. Just so you know, I'm not mad about the kiss. I enjoyed that a lot. I only stopped it when I did because I didn't want to take advantage of you.<</vnline>>
<<vnline mei>>I appreciate that thought. I am happy, but surprised that you feel that way. Would you like to come over so that we may discuss that privately? I believe that warrants a face to face discussion.<</vnline>>
<<vnline player key:mei_place>>Yeah sure. I'll head over now.<</vnline>>
<<vnactionsat "mei_place">>
[[Head to Mei's place|mei_gallery1][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline narrator>>Back at the apartment block in the slums, you head up to Mei's place. Standing in the hallway and knocking on the door. A few seconds after the second knock you hear her call out to you. <</vnline>>
<<vnline mei>>Come in!<</vnline>>
<<vnline narrator key:mei_blowjob>>You open the door and step on inside. The moment you're fully in, the door slams behind you. Making you turn around in shock. Mei was hiding on the other side, wearing very little in terms of clothing. The moment the door is closed she takes two running steps before leaping up into your arms and tackling you onto her couch. Kissing you deeply. Your lips lock to hers as her tongue explores your mouth, and yours explores hers in return. The sensual warmth of the moment is enough to distract you from the shock of her sudden and passionate attack. She pulls from the kiss, kissing your neck, and moving down to your groin. She yanks your pants down and pulls your cock into her mouth.<</vnline>>
<<vnactionsat "mei_blowjob">>
[[Take her to the bedroom|mei_gallery1][$scene to 2]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline key:mei_blowjob>><</vnline>>
<<vnmediaat "mei_blowjob">>
<video src="ressources/chars/mei/videos/stagefour/blowjob.mp4" autoplay controls loop></video>
<</vnmediaat>>
<<vnactions>>
[[Cowgirl|mei_gallery1][$scene to 3]]
[[Doggy|mei_gallery1][$scene to 4]]
[[Missionary|mei_gallery1][$scene to 5]]
[[Creampie - ends the scene|mei_gallery1][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnline key:mei_cowgirl>><</vnline>>
<<vnmediaat "mei_cowgirl">>
<video src="ressources/chars/mei/videos/stagefour/cowgirl.mp4" autoplay controls loop></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|mei_gallery1][$scene to 2]]
[[Doggy|mei_gallery1][$scene to 4]]
[[Missionary|mei_gallery1][$scene to 5]]
[[Creampie - ends the scene|mei_gallery1][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnline key:mei_doggy>><</vnline>>
<<vnmediaat "mei_doggy">>
<video src="ressources/chars/mei/videos/stagefour/doggy.mp4" autoplay controls loop></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|mei_gallery1][$scene to 2]]
[[Cowgirl|mei_gallery1][$scene to 3]]
[[Missionary|mei_gallery1][$scene to 5]]
[[Creampie - ends the scene|mei_gallery1][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnline key:mei_missionary>><</vnline>>
<<vnmediaat "mei_missionary">>
<video src="ressources/chars/mei/videos/stagefour/missionary.mp4" autoplay controls loop></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|mei_gallery1][$scene to 2]]
[[Cowgirl|mei_gallery1][$scene to 3]]
[[Doggy|mei_gallery1][$scene to 4]]
[[Creampie - ends the scene|mei_gallery1][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 8>>
<<vndialogbox>>
<<vnline player key:mei_creampie>>Ugh FUCK!<</vnline>>
<<vnmediaat "mei_creampie">>
<video src="ressources/chars/mei/videos/stagefour/creampie.mp4" autoplay controls loop></video>
<</vnmediaat>>
<<vnactions>>
[[Return to Mei's gallery|Gallery]
[$galleryCharacter to "mei";
$scene to 0]]
<</vnactions>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<addclass body restaurant>>
<<vnline narrator key:mei_date1>>There's a hotel in Denlaw's Mall with a fantastic restaurant. It's the place you always take Mei too. She uses it as a good reason to dress nice. There's something so cute and endearing about how confident and happy she seems whenever she gets a chance to dress up. Normally she dresses functionally, considering her work. But out with you she takes her fashion to the peak.<</vnline>>
<<vnmediaat "mei_date1">>
[img["ressources/chars/mei/images/dates/date1.webp"]]
<</vnmediaat>>
<<vnline mei>>You would not believe what happened today, <<print $chars.player.firstName>>. I flipped a breaker at my store.<</vnline>>
<<vnline player>>How did that happen? Were you testing a new invention?<</vnline>>
<<vnline mei>>No, I was actually testing four of them. Five if I am to be precise. But the fifth is battery operated.<</vnline>>
<<vnline player>>Were you charging the battery for it too?<</vnline>>
<<vnline mei>>I was, in fact.<</vnline>>
<<vnline player>>Well I'm less shocked now.<</vnline>>
<<vnline narrator>>You can't help but laugh. She smiles playfully as well.<</vnline>>
<<vnline mei>>Oh shush. I pay a significant sum in rent every month. I expect to be able to reliably plug in more than five devices without any issue nor concern.<</vnline>>
<<vnline player>>That's fair. I think you have to factor in that these are tests though. Any number of things could have gone wrong to mess with the power.<</vnline>>
<<vnline mei>>Unlikely. My inventions are some of the best functioning ever made!<</vnline>>
<<vnline player>>But if they always worked flawlessly on the first try, then you wouldn't need the tests, right?<</vnline>>
<<vnline narrator>>She shifts in her seat. It's clear she doesn't want to admit it, but for you she will.<</vnline>>
<<vnline mei>>Yes, you are correct. It is a small possibility that I wired something incorrectly.<</vnline>>
<<vnline player>>Just a small one. But even if you did, you'll fix it. I'm sure of that.<</vnline>>
<<vnline narrator>>She perks up, taking a bite of her food and wiggling in her seat, looking almost excited. She swallows before responding.<</vnline>>
<<vnline mei key:rentaroom>>Of course you are! I am brilliant after all.<</vnline>>
<<vnactionsat "rentaroom">>
[[After drinks you rent a room|mei_gallery2][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<galleryUnlock "mei" "mall_date">>
<<vndialogbox>>
<<removeclass "body" restaurant>>
<<addclass "body" hotelroom>>
<<vnline narrator key:meidateblowjob>>Rather than get a taxi or drive home, you just rent a room for yourself and Mei tonight. The hotel is connected to the restaurant. So the convenience is an added bonus. Once the two of you are inside the room though, sleep is the last thing on Mei's mind. She climbs up onto the bed and grabs your cock forcefully. Pulling it into her mouth and sucking like it tastes better than her meal.<</vnline>>
<<vnmediaat "meidateblowjob">>
<video src="ressources/chars/mei/videos/dates/blowjob.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnactions>>
[[Continue|mei_gallery2][$scene to 2]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator key:facial>>You unload all over Mei's pretty face. Struggling to even stay awake after such an intense fuck.<</vnline>>
<<vnmediaat "facial">>
<video src="ressources/chars/mei/videos/dates/hotel/facial.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnactionsat "facial">>
[[Return to Mei's gallery|Gallery]
[$galleryCharacter to "mei";
$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator>>'Fan Industries'; it seems like a new shop. At least, this is the first time that you've set foot in it. The walls are lined with metal shelves and glass display cases. All of them showing off interesting machines or items of various types. They're all clearly unique as well. There isn't a single thing for sale that has a duplicate of it. In the center of the store are some larger items as well. It's hard to tell just what they are made to do. Some of them are so complicated that some might assume it's an art piece rather than a product.<</vnline>>
<<vnline mei>>Welcome to Fan Industries. I have noticed that you are admiring my many inventions. They are quite fascinating, I know. I cannot blame you for being so interested. In case you were not already aware, everything you see within the shop is my proprietary work. Further, it is all for sale.<</vnline>>
<<vnline narrator>>The voice comes from a woman standing behind the counter in the far back. Her eyes are glued to you. Scanning you from head to toe. Her cute face is almost enough to distract from how robotic her way of speaking and moving is. <</vnline>>
<<vnline player>>Thanks. They're really cool looking but, I'm not really sure what any of them do.<</vnline>>
<<vnline narrator>>She chuckles as she steps out from behind the counter. Walking over to the invention that you are closest to.<</vnline>>
<<vnline mei>>I completely understand. My genius is difficult for most to fully grasp without my aid. Allow me to show you what some of my creations are capable of.<</vnline>>
<<vnline narrator key:invention1>>The one she starts with looks like some sort of torture device for small animals. The tread of a treadmill, underneath a heating element, all encased in a very thick plastic box with wires around it that operate it all. <</vnline>>
<<vnmediaat "invention1">>
[img["ressources/chars/mei/images/invention1.webp"]]
<</vnmediaat>>
<<vnline mei>>This might be perfect for a man of your age. I'm sure you enjoy a seared meats, like steak perhaps.<</vnline>>
<<vnline player>>Yeah of course.<</vnline>>
<<vnline mei>>I knew it. I'm right again.<</vnline>>
<<vnline narrator>>She giggles haughtily before continuing, pointing to each part of the item as she explains it in detail.<</vnline>>
<<vnline mei>>This will offer you convenience in the pursuit of such entrees. This device sears the meat with the heating element from above. The top down heating provides a more even cook throughout the meat. As when it comes from below, the heat rises and leaves the cooking surface as soon as it appears on it. The tread below slowly moves the meat at the perfect speed to press it against the wall and automatically flip it when it needs to be. All with food safe, BPA free, and heat treated plastic around it for the easiest cleaning experience possible.<</vnline>>
<<vnline narrator>>Her eyes go back to yours. Locking onto them and staring, waiting, expecting something.<</vnline>>
<<vnline player>>That's really cool. I don't think I've ever seen anything that flips your food for you while you cook it.<</vnline>>
<<vnline mei>>Precisely why I made it! I'm so glad to see you understand the vision. Who knows if this would ever have come to be if I had not come along?<</vnline>>
<<vnline narrator key:invention2>>She steps over a few feet and begins explaining the next invention. This one looks like a simple blanket but, it's a little wet and has several blue squares bulging from inside of it.<</vnline>>
<<vnmediaat "invention2">>
[img["ressources/chars/mei/images/invention2.webp"]]
<</vnmediaat>>
<<vnline player>>Is this a blanket filled with ice packs?<</vnline>>
<<vnline narrator>>She gives you a somewhat impressed look of approval.<</vnline>>
<<vnline mei>>That is a crude description, but it is ultimately apt. Bravo for seeing it so quickly. This is something for those who adore the weight of a heavy blanket on them. But, they hate the heat of being under one. Especially during the summer months.<</vnline>>
<<vnline narrator>>She speaks as though she is explaining it from personal experience.<</vnline>>
<<vnline player>>It's a very, cool idea.<</vnline>>
<<vnline narrator>>Mei doesn't react to the pun in the slightest.<</vnline>>
<<vnline mei>>It is. I am glad that you noticed. Would you happen to be in need of one?<</vnline>>
<<vnline player>>No, not at the moment, sorry.<</vnline>>
<<vnline mei>>Oh no apologies necessary. If everyone felt that way, I would not even have one sell. If you change your mind, come find me. I am usually in the back room, working.<</vnline>>
<<vnline narrator>>She turns to leave but you stop her. <</vnline>>
<<vnline player>>Oh hey, what's your name? I'm <<print $chars.player.firstName>>.<</vnline>>
<<vnline mei>>I am Mei Fan.<</vnline>>
<<vnline player>>That explains the name of your store.<</vnline>>
<<vnline mei>>It certainly does.<</vnline>>
<<vnline player>>Well I'm gonna head out but it was nice to meet you. Your inventions are cool, even if a little eclectic.<</vnline>>
<<vnline narrator>>Her eyebrows raise in curiosity.<</vnline>>
<<vnline mei>>Eclectic? I believe that the term is roughly appropriate for my inventory. But I am curious what exactly you intended by using that term.<</vnline>>
<<vnline player>>Sorry if it came off rude. I just meant everything here seems really specific. Really specialized. There is absolutely someone who would want these things. But, it probably is just someone. I doubt these would be big sellers if they were mass produced.<</vnline>>
<<vnline mei>>I cannot disagree more firmly. If one person wants it, then many will. No one is so wholly unique as to be the only one in need of a specific item. Even myself, someone so unique in intelligence, would struggle to think of anything I would purchase that no one else would desire.<</vnline>>
<<vnline player>>Maybe you're right. I can't say I know. But I can say that these are pretty interesting. So, expect to see me back some time to see what you make next. And maybe even buy it.<</vnline>>
<<vnline mei>>It is big of you to accept that you are wrong. Even if it is only a half acceptance. I welcome your return. I am certain beyond doubt that you will be a satisfied customer in time.<</vnline>>
<<vnline narrator key:mei_intro_end>>She heads to the back room, and you walk out of the store. Mei seems like quite the interesting woman. She could be fun to talk to, if you see her around the city. <<relationgain "mei">> <<set $chars.mei.objectives.introduction.completed to 1>> <<addhours 1>><</vnline>>
<<vnactionsat "mei_intro_end">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<set $pitchAnswerCorrect to ($pitchAnswerType is $clientType)>>
<<if $pitchAnswerCorrect>>
<<set $pitchPassed to $pitchPassed + 1>>
<</if>>
<<set $pitchStep to $pitchStep + 1>>
<<vndialogbox>>
<<if $pitchAnswerCorrect>>
<<if $clientType is "data">>
<<vnline fanindustriesclient>>Good. That's the kind of answer I'm looking for. Specific. Useful.<</vnline>>
<<else>>
<<vnline fanindustriesclient>>I appreciate that. You clearly understand the people behind what you're selling.<</vnline>>
<</if>>
<<elseif $pitchAnswerType is "trap">>
<<vnline fanindustriesclient>>Hmm. That's not quite what I was hoping to hear.<</vnline>>
<<else>>
<<vnline fanindustriesclient>>I see. Alright, let's keep going.<</vnline>>
<</if>>
<<vnactions>>
[[Continue|mei_pitch_questions]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<script>>
var questions = [1, 2, 3, 4, 5, 6];
for (var i = questions.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var tmp = questions[i]; questions[i] = questions[j]; questions[j] = tmp;
}
State.variables.pitchQuestions = questions.slice(0, 3);
State.variables.pitchStep = 0;
State.variables.pitchPassed = 0;
State.variables.pitchQuestion = questions[0];
State.variables.clientType = Math.random() < 0.5 ? "data" : "people";
<</script>>
<<vndialogbox>>
<<if $clientType is "data">>
<<vnline fanindustriesclient>><<print $chars.player.firstName>>. Let's not waste each other's time. I've sat through a hundred pitches and most of them are fluff. Give me facts, give me numbers, give me a reason this is worth my attention.<</vnline>>
<<else>>
<<vnline "fan industries client">>Good to hear from you, <<print $chars.player.firstName>>. You know, I always say I invest in people first and products second. So before we get into anything else — tell me about who's behind this.<</vnline>>
<</if>>
<<vnactions>>
[[Begin|mei_pitch_questions]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline fanindustriesclient>>Sorry <<print $chars.player.firstName>>. I don't think we're going to pursue this.<</vnline>>
<<vnline player>>I understand. Thank you for your time.<</vnline>>
<<vnline narrator key:mei_pitch_retry>>Not the result you were hoping for. The client wasn't getting what they needed from you. Pay closer attention to how they introduce themselves next time — that tells you everything about what kind of answers they want to hear.<</vnline>>
<<vnactionsat "mei_pitch_retry">>
[[Try again|mei_pitch_call]]
[[Not right now|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $pitchStep gte 3>>
<<if $pitchPassed gte 2>>
<<goto "mei_pitch_success">>
<<else>>
<<goto "mei_pitch_failure">>
<</if>>
<<else>>
<<set $pitchQuestion to $pitchQuestions[$pitchStep]>>
<<vndialogbox>>
<<if $pitchQuestion is 1>>
<<vnline fanindustriesclient key:answers>>Who do you believe the target market is for this 'Every-Threader'?<</vnline>>
<<vnactionsat "answers">>
[[The market is anyone that loves to sew! Anyone can be convinced with a little charm.|mei_pitch_answer][$pitchAnswerType to "people"]]
[[Data would indicate that mothers are the most likely consumer.|mei_pitch_answer][$pitchAnswerType to "data"]]
[[Whoever we tell to buy, will buy. Consumers buy whatever they're told to.|mei_pitch_answer][$pitchAnswerType to "trap"]]
<</vnactionsat>>
<<elseif $pitchQuestion is 2>>
<<vnline fanindustriesclient key:answers>>Why isn't the inventor the one speaking with me?<</vnline>>
<<vnactionsat "answers">>
[[I know you through my father. She doesn't. It's just that I knew you would see it more favorably from someone you know.|mei_pitch_answer][$pitchAnswerType to "data"]]
[[She's busy inventing other things! Her job is making stuff, my job is selling it with a smile!|mei_pitch_answer][$pitchAnswerType to "people"]]
[[I offered to talk in her place. I want to make sure she doesn't get taken advantage of.|mei_pitch_answer][$pitchAnswerType to "trap"]]
<</vnactionsat>>
<<elseif $pitchQuestion is 3>>
<<vnline fanindustriesclient key:answers>>Have they invented anything before?<</vnline>>
<<vnactionsat "answers">>
[[Yes. First thing they will have mass produced though. I'm making sure that it will be.|mei_pitch_answer][$pitchAnswerType to "people"]]
[[They have, but how is that relevant? Focus on the invention we're talking about now.|mei_pitch_answer][$pitchAnswerType to "trap"]]
[[They are very experienced in inventing. One of the most intelligent that I've ever seen!|mei_pitch_answer][$pitchAnswerType to "data"]]
<</vnactionsat>>
<<elseif $pitchQuestion is 4>>
<<vnline fanindustriesclient key:answers>>What is the inventor's name?<</vnline>>
<<vnactionsat "answers">>
[[I'm sure you can understand that they want some anonymity. They are being careful and precise about who they choose to work with.|mei_pitch_answer][$pitchAnswerType to "data"]]
[[The name doesn't really matter, right? Just hear out what the Every-Threader does and I know you'll be impressed.|mei_pitch_answer][$pitchAnswerType to "trap"]]
[[We'll be keeping that under wraps for now. We find it smarter if people don't try to go around and contact her directly.|mei_pitch_answer][$pitchAnswerType to "people"]]
<</vnactionsat>>
<<elseif $pitchQuestion is 5>>
<<vnline fanindustriesclient key:answers>>What is the projected cost to produce a unit?<</vnline>>
<<vnactionsat "answers">>
[[We think it will be on the high end. But I'm confident that we can strong arm our way into a profitable deal with suppliers.|mei_pitch_answer][$pitchAnswerType to "trap"]]
[[I can tell that you're worried about margins. Don't, we've done the math and we can bet on 25% margins.|mei_pitch_answer][$pitchAnswerType to "data"]]
[[We will do whatever it takes to make sure that production costs are low, but quality is high.|mei_pitch_answer][$pitchAnswerType to "people"]]
<</vnactionsat>>
<<elseif $pitchQuestion is 6>>
<<vnline fanindustriesclient key:answers>>What makes the Every-Threader special?<</vnline>>
<<vnactionsat "answers">>
[[There is truly nothing else like it. It's special, because it sells itself. It's unique, and full of charm.|mei_pitch_answer][$pitchAnswerType to "trap"]]
[[It fills a hole in the market that clearly no one else has seen quite yet.|mei_pitch_answer][$pitchAnswerType to "data"]]
[[I would say that its design is special. It takes a great mind to create a machine that can switch threads so easily.|mei_pitch_answer][$pitchAnswerType to "people"]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline fanindustriesclient>>Ya know what? You've convinced me. Bring the inventor in sometime for a demonstration. We can talk numbers then.<</vnline>>
<<vnline player>>That's great to hear! I'm sure she'll be ecstatic! You'll see us soon!<</vnline>>
<<vnline narrator key:mei_pitch_win>>You got Mei a meeting! Now, when the time is right and you're close enough with her, you can give her the news. Hopefully with your help, she can get this sale done and avoid the mistakes that led to you needing to make these calls for her to begin with. <<set $chars.mei.pitch_call_success to 1>><</vnline>>
<<vnactionsat "mei_pitch_win">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator>>The Pitch Call is about reading the room. Pay close attention to how the client introduces themselves — it tells you what they value. Then they'll ask you three questions about Mei and her invention. Get at least two right to succeed.<</vnline>>
<<vnline narrator>>Some clients lead with data and want specifics. Others care about the people behind the idea. Let them tell you which one they are before you decide how to answer.<</vnline>>
<<vnline narrator>>Good luck.<</vnline>>
<<vnactions>>
[[Continue|mei_pitch_call][$chars.mei.pitch_tutorial_seen to 1]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnactions>>
<<link "Leave" "CityMap">><<set $scene to 0>><<relationgain "mei">>
<<addhours 1>><</link>>
<</vnactions>>
<<if $scene is 1>>
<<vnline mei>>I have always loved to tinker. I took apart my father’s computer at only 5 years old. Once I realized I could make better things by putting things together in new ways, I fell in love.<</vnline>>
<<elseif $scene is 2>>
<<vnline mei>>Well enough that I am kept afloat. Though poorly enough that I still live in the slums. I cannot give an answer that encapsulates the situation that is more apt than that.<</vnline>>
<<elseif $scene is 3>>
<<vnline mei>>I have been for at least as long as I have known that I excel at so many things!<</vnline>>
<<elseif $scene is 4>>
<<vnline mei>>I am very sorry <<print $chars.player.firstName>>. However I do not wish to date anyone without some form of commitment. Preferably as a boyfriend. I do not have the time to waste on anything lesser.<</vnline>>
<<elseif $scene is 5>>
<<vnline player>>Any news on the Every-Threader?<</vnline>>
<<vnline mei>>Not at this time, unfortunately. I have several leads that I am exploring though!<</vnline>>
<<elseif $scene is 6>>
<<vnline mei>>Everything is quite fantastic on my end. Oh goodness do not tell me that it is not good on yours.<</vnline>>
<<vnline player>>No no! It’s great! I just wanted to be sure.<</vnline>>
<<vnline mei>>Oh silly me. I am amazing why did I even worry that things were not good for you?<</vnline>>
<</if>>
<</vndialogbox>>
<<setCharLocationClass "mei">>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<galleryUnlock "mei" "stage_four">>
<<vndialogbox>>
<<vnline narrator key:mei_calling>>You're about to grab a seat, and finally rest and relax. Take a load off from your day, and finally get some time alone. But then, as soon as your butt hits the seat, your phone rings. As if the universe knows that you just sat down, it sends you someone who needs to talk to you just then to interrupt. Looking at the screen though, it says that Mei is calling. You've seen her around the city, but this is the first time she's really reached out since she kissed you, then kicked you out of her place.<</vnline>>
<<vnmediaat "mei_calling">>
[img["ressources/chars/mei/images/mei_calling.webp"]]
<</vnmediaat>>
<<vnline player>>Hey Mei.<</vnline>>
<<vnline narrator>>You answer rather flatly. No emotion put into the words, either positive nor negative. Mei however sounds very apologetic as she speaks.<</vnline>>
<<vnline mei>>I would like to sincerely apologize for how I acted previously. I allowed my emotions to overwhelm me. I kissed you without permission. And then, when I realized my mistake, I made it worse by screaming at you. I am sorry.<</vnline>>
<<vnline narrator>>Her apology is well thought out, and sounds a little robotic. But that is just how she often sounds. There is a clear genuine emphasis behind her words. She doesn't seem to be laying it out as if she feels like she has to. Instead doing so because she seems to believe that showing that she understands what she did wrong is important. It can't hurt to accept the apology. She clearly means it.<</vnline>>
<<vnline player>>Apology accepted. Just so you know, I'm not mad about the kiss. I enjoyed that a lot. I only stopped it when I did because I didn't want to take advantage of you.<</vnline>>
<<vnline mei>>I appreciate that thought. I am happy, but surprised that you feel that way. Would you like to come over so that we may discuss that privately? I believe that warrants a face to face discussion.<</vnline>>
<<vnline player key:mei_place>>Yeah sure. I'll head over now.<</vnline>>
<<vnactionsat "mei_place">>
[[Head to Mei's place|mei_stage_four][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline narrator>>Back at the apartment block in the slums, you head up to Mei's place. Standing in the hallway and knocking on the door. A few seconds after the second knock you hear her call out to you. <</vnline>>
<<vnline mei>>Come in!<</vnline>>
<<vnline narrator key:mei_blowjob>>You open the door and step on inside. The moment you're fully in, the door slams behind you. Making you turn around in shock. Mei was hiding on the other side, wearing very little in terms of clothing. The moment the door is closed she takes two running steps before leaping up into your arms and tackling you onto her couch. Kissing you deeply. Your lips lock to hers as her tongue explores your mouth, and yours explores hers in return. The sensual warmth of the moment is enough to distract you from the shock of her sudden and passionate attack. She pulls from the kiss, kissing your neck, and moving down to your groin. She yanks your pants down and pulls your cock into her mouth.<</vnline>>
<<vnactionsat "mei_blowjob">>
[[Take her to the bedroom|mei_stage_four][$scene to 2]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline key:mei_blowjob>><</vnline>>
<<vnmediaat "mei_blowjob">>
<video src="ressources/chars/mei/videos/stagefour/blowjob.mp4" autoplay controls loop></video>
<</vnmediaat>>
<<vnactions>>
[[Cowgirl|mei_stage_four][$scene to 3]]
[[Doggy|mei_stage_four][$scene to 4]]
[[Missionary|mei_stage_four][$scene to 5]]
[[Creampie - ends the scene|mei_stage_four][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnline key:mei_cowgirl>><</vnline>>
<<vnmediaat "mei_cowgirl">>
<video src="ressources/chars/mei/videos/stagefour/cowgirl.mp4" autoplay controls loop></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|mei_stage_four][$scene to 2]]
[[Doggy|mei_stage_four][$scene to 4]]
[[Missionary|mei_stage_four][$scene to 5]]
[[Creampie - ends the scene|mei_stage_four][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnline key:mei_doggy>><</vnline>>
<<vnmediaat "mei_doggy">>
<video src="ressources/chars/mei/videos/stagefour/doggy.mp4" autoplay controls loop></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|mei_stage_four][$scene to 2]]
[[Cowgirl|mei_stage_four][$scene to 3]]
[[Missionary|mei_stage_four][$scene to 5]]
[[Creampie - ends the scene|mei_stage_four][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<vndialogbox>>
<<vnline key:mei_missionary>><</vnline>>
<<vnmediaat "mei_missionary">>
<video src="ressources/chars/mei/videos/stagefour/missionary.mp4" autoplay controls loop></video>
<</vnmediaat>>
<<vnactions>>
[[Blowjob|mei_stage_four][$scene to 2]]
[[Cowgirl|mei_stage_four][$scene to 3]]
[[Doggy|mei_stage_four][$scene to 4]]
[[Creampie - ends the scene|mei_stage_four][$scene to 8]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 8>>
<<vndialogbox>>
<<vnline player key:mei_creampie>>Ugh FUCK!<</vnline>>
<<vnmediaat "mei_creampie">>
<video src="ressources/chars/mei/videos/stagefour/creampie.mp4" autoplay controls loop></video>
<</vnmediaat>>
<<vnline narrator>>Mei giggles and moans as you fill her up with your load. Pulling you in for another deep kiss as you lay there with her.<</vnline>>
<<vnline mei>>It appears as though you could not hold yourself back.<</vnline>>
<<vnline player>>No, I really couldn't.<</vnline>>
<<vnline mei>>Understandable, as neither could I. I intended to speak with you a bit before hand. But the moment I saw you, I lost control once again. I am glad that you did not hesitate this time.<</vnline>>
<<vnline player>>So am I.<</vnline>>
<<vnline mei>>Thank you…<</vnline>>
<<vnline player>>For what?<</vnline>>
<<vnline mei>>For being so patient. Most people find me irritating. They are often very rude with me for that fact. It is why I pushed you away. It is why I yelled at you. I wanted you to go away before I could be hurt by rejection.<</vnline>>
<<vnline player>>I get that. I'll be honest with you. If I didn't find it cute, the way you can be pretty big headed would be grating.<</vnline>>
<<vnline mei>>I am well aware. But, I am glad that you find it cute. Thank you.<</vnline>>
<<vnline player>>You don't have to keep thanking me. I'm enjoying myself here. I can handle the comments you make. I get that you don't mean harm. Since I know you care.<</vnline>>
<<vnline mei>>I wish everyone was understanding of that, as you are.<</vnline>>
<<vnline player>>Well they don't know you well enough to get that. Maybe I can help soften you up a bit. Be even better than you already are.<</vnline>>
<<vnline mei>>Improve upon this? I would not deign to attempt such a feat.<</vnline>>
<<vnline narrator>>Both of you laugh at her comment.<</vnline>>
<<vnline mei>>How would you like to proceed?<</vnline>>
<<vnline player>>What do you mean?<</vnline>>
<<vnline mei key:mei_gf_choice>>I have never been in a position like this. So I am not certain on what this all means. Are we in a romantic relationship? Or do you feel that this is best served as something more casual in nature?<</vnline>>
<<vnactionsat "mei_gf_choice">>
<div class="warning-choice">@@font-weight:bold;WARNING! The next choice has significant consequence. Becoming exclusive with a girl offers benefits, but also risks. Progressing too far, or being caught dating other girls may cause significant conflict, depending on the girls in question. Choose wisely!@@
@@font-style:italic;(This system is not currently present, and will be added in the future. Your choice now, will still be noted in your save file.)@@</div>
[[Start an exclusive relationship with Mei|mei_stage_four][$scene to 9]]
[[Keep it casual with Mei|mei_stage_four][$scene to 10]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 9>>
<<vndialogbox>>
<<vnline player>>I like the sound of that, if you're interested. It can be fun to take you out and see where this goes.<</vnline>>
<<vnline narrator>>Mei's eyes light up at hearing you say that. She kisses you again suddenly.<</vnline>>
<<vnline mei>>I could not be happier. I will be the best girlfriend.<</vnline>>
<<vnline player>>I know you will. No one could be better!<</vnline>>
<<vnline narrator key:mei_s4_exclusive>>You kiss again between giggles. Feeling fulfilled to have Mei as your girlfriend now. More so knowing how happy she is about it as well. <<relationgain "mei">> <<set $chars.player.girlfriend to "Mei">> <<set $chars.mei.objectives.stage_four.completed to 1>> <<addhours 1>><</vnline>>
<<vnactionsat "mei_s4_exclusive">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 10>>
<<vndialogbox>>
<<vnline player>>I like you a lot Mei. But I think we should keep this more casual for now. You're amazing, but I'm not ready to make that sort of commitment. It wouldn't be fair to you to say that we're a couple if I can't hold up my end of that.<</vnline>>
<<vnline narrator>>Mei sighs, clearly disappointed.<</vnline>>
<<vnline mei>>That is quite a fair and mature explanation. I understand completely. And would prefer it be casual than have my heart hurt.<</vnline>>
<<vnline player>>Exactly. If something changes though, you'll be the first to know. I can promise you that much.<</vnline>>
<<vnline narrator>>She gives you a quick peck on the cheek.<</vnline>>
<<vnline mei>>Of course you will! I expect it! Who else would you even think to call before me?<</vnline>>
<<vnline player>>Absolutely no one.<</vnline>>
<<vnline mei key:mei_s4_casual>>Precisely! <<relationgain "mei">> <<set $chars.mei.objectives.stage_four.completed to 1>> <<addhours 1>><</vnline>>
<<vnactionsat "mei_s4_casual">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator>>From the moment you step back inside of Fan Industries, you feel a sense of emptiness. Not within, but rather around you. It feels like something is missing. And it only takes a moment to notice that Mei isn't around. She isn't gloating to any prospective customers. And the counter in the back is abandoned. When you met her, she mentioned that if she isn't out on the main floor, then she is likely in the back working on something. <</vnline>>
<<vnline narrator key:mei_flash>>At the door to the back room, you certainly hear something going on in the room behind it. You knock a couple times first. But get no response. Whatever she's working on is loud enough that it is drowning out any noise made to get her attention. The only thing left to do is to just walk in. You turn the knob, and step forward. The door sings open, and a wave of heat smacks you in the face. It actually makes you step back a bit before you can actually muster yourself forward. Getting inside and seeing Mei working hard on something. But that's the second thing you notice. The first is that she is topless and sweaty as she works.<</vnline>>
<<vnmediaat "mei_flash">>
[img["ressources/chars/mei/images/mei_flash.webp"]]
<</vnmediaat>>
<<vnline mei>>Oh wonderful! <<print $chars.player.firstName>> come here quickly! It is a joy to see you return. I have something that I am certain you will enjoy.<</vnline>>
<<vnline narrator>>Mei is so excited that she doesn't even acknowledge the fact that she's topless as she grabs you and pulls you into the room. Practically dragging you along towards the work station at the far wall of the room where her new invention rests. It's hard to tell what it is at first. But as Mei begins to describe it to you, it becomes much more clear.<</vnline>>
<<vnline mei>>I am calling it, the 'Every-Threader'. As you can plainly see, it is a hand held quick stitch sewing machine. Perfect for patching up any tear. But, if you will please notice the different color spools on the top, it is able to swap between thread colors seamlessly.<</vnline>>
<<vnline narrator>>She giggles at her own pun. The machine looks almost like a pistol. Looking closer, there's a curious red laser light being emitted from the tip as well.<</vnline>>
<<vnline player>>What is this laser for?<</vnline>>
<<vnline mei>>I am so glad that you asked. The laser is optical in nature. It scans the clothing as you are sewing, and when it reads a color, it alters the color of thread that runs through the needle!<</vnline>>
<<vnline player>>Wow. Ya know Mei I think this might be the most commercially viable thing you've ever come up with. I bet if you could get this mass produced, you'd make a boat load of cash.<</vnline>>
<<vnline mei>>That is quite kind of you to say. Quite impossible as well, I am saddened to say.<</vnline>>
<<vnline player>>Why impossible?<</vnline>>
<<vnline mei>>I have made many attempts at selling my inventions in the past. I have even made more than one to produce some of my own. Foolish, ignorant, and idiotic people have repeatedly failed to understand the genius of my designs.<</vnline>>
<<vnline player>>It sounds like you argued with a lot of them when they said they didn't like your inventions and now you have a lot of burnt bridges.<</vnline>>
<<vnline mei>>That- That is not inaccurate.<</vnline>>
<<vnline player>>Give me a chance to help. I'll make a few calls to people I know through my dad. Maybe I can pitch this to them and get something set up.<</vnline>>
<<vnline narrator>>Her eyes light up.<</vnline>>
<<vnline mei>>Why on earth would you do that for me? I apologize, I do not mean to sound ungrateful. But my confusion to your reasoning is significant.<</vnline>>
<<vnline player>>It's not like I'm gonna go too far out of my way. So don't worry about it. I just want to do something nice for you.<</vnline>>
<<vnline mei>>Thank you. I cannot convey with words how truly touched I am by this.<</vnline>>
<<vnline player>>You already have. Like I said, don't worry about it. Just be ready. I'll give you a call if I find something.<</vnline>>
<<vnline narrator key:mei_s1_end>>With that, you say goodbye to Mei. She is blushing so brightly at your kindness that you give her some space. Although, come to think of it, she might have just been overheating in that oven of a back room. It's likely nothing to worry about though. She's happy, and you have a way you can help her out. You might even be able to make some money along the way as well. Pitching a product isn't easy though. When you feel ready, you'll need to make a few phone calls. <<relationgain "mei">> <<set $chars.mei.objectives.stage_one.completed to 1>> <<addhours 1>><</vnline>>
<<vnactionsat "mei_s1_end">>
[[Leave|Downtown][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator>>Mei's pitch should have happened by now. But when you search her store to talk to her about it, she's nowhere to be found. Even the back room is locked up tight. If anyone's in there, they aren't making a sound. And they aren't answering when you knock. Safe to assume that no one is here at the moment. It's odd, and almost eerie to be in the store alone. It gives an unsettling feeling that drives you out of it as quickly as that feeling starts to build inside.<</vnline>>
<<vnline narrator>>If Mei isn't at her store though, then it's a bit of a mystery where she could be. She might still be at the meeting. Negotiating or hammering out details on a deal with them. Or she could even be out celebrating the deal. Something tells you that if either of those two things were the case though, she would want to tell you. Even if it were just to boast or brag. So since you haven't heard anything like that from her, the first place you figure you should check for her is her house over in the slums.<</vnline>>
<<vnline narrator>>She answers her front door, looking absolutely distraught. Mascara streaming down her cheeks that she futilely tries to wipe away. Her eyes are red. And there is a tissue in her hand. No words are exchanged at first. You just step forward and pull her in for a hug. She tries to push away at first but the moment her face touches your chest she lets loose and wraps her arms around you as well. Starting to cry again as you close the door and bring her to the couch. <</vnline>>
<<vnline player>>It's okay. Tell me what happened.<</vnline>>
<<vnline narrator>>Mei takes a deep breath. Composing herself a bit, and trying to push the sadness down.<</vnline>>
<<vnline mei>>I made… an absolute fool of myself at that meeting.<</vnline>>
<<vnline player>>Don't say that. I'm sure it wasn't as bad as you think.<</vnline>>
<<vnline mei>>Your attempt to make me feel better is appreciated. But unearned. I should feel bad.<</vnline>>
<<vnline player>>What mistake could you have made that makes you think that?<</vnline>>
<<vnline mei>>It is not just one mistake. I shunned your advice. An it was proven correct. In the meeting, I was laughed at when they heard my request for the licensing fee.<</vnline>>
<<vnline player>>Well that is just hindsight. I might have been right but you had your reasons for thinking I was wrong.<</vnline>>
<<vnline mei>>That is not all. I reacted very poorly to their laughter. They sounded so smug. And looked at me as though I were inferior. It inflamed me and I took that out on them.<</vnline>>
<<vnline player>>Oh did you insult them?<</vnline>>
<<vnline mei>>I did indeed. Demeaning the size of their genitals as well as calling them short sighted charlatans with no right to run a business.<</vnline>>
<<vnline player>>Yeah that will blow up a deal pretty quickly.<</vnline>>
<<vnline mei>>And… then they apologized. They admitted they were harsh. But instead of apologizing as well, I simply commended them on recognizing their error. Which, sparked a second altercation. I was escorted out by security after that.<</vnline>>
<<vnline narrator>>You rub her arm as you wrap yours around her shoulder to comfort her.<</vnline>>
<<vnline player>>Don't worry, Mei. These are the sorts of things that you need to go through sometimes. It's never a failure. It's just a lesson. You learn from it, so next time you succeed. So you aren't great with people. So what? You're a great inventor. No one can be great at everything.<</vnline>>
<<vnline mei>>I have been repeating mistakes and errors such as this my entire life… I will not continue.<</vnline>>
<<vnline narrator>>She lifts her head and looks at you longingly. A serious, dedicated expression grows on her face. As if she's trying to force herself to say something that her body doesn't want her to say.<</vnline>>
<<vnline mei>>I am sorry. I was rude to you. I had no reason to treat you the way that I treated you. Especially when you were just trying to help. I understand if you want to leave. It might be better, so I do not do anything to treat you in a way that is similar to how I treated them.<</vnline>>
<<vnline player>>Apology accepted. Don't be so hard on yourself. If I were really that mad or worried about anything you'd say, I wouldn't be here with you now.<</vnline>>
<<vnline mei>>And here you are… There is another mistake that I often make, that I will not allow myself to repeat.<</vnline>>
<<vnline player>>What's tha-?<</vnline>>
<<vnline narrator>>Before you can finish your sentence Mei leans towards you, pressing her lips to yours and kissing you passionately. You kiss her back for a moment, but eventually grab her and pull away, looking at her as she stares at you hungrily.<</vnline>>
<<vnline player>>Are you sure about this? I don't wa-<</vnline>>
<<vnline mei>>Get out!<</vnline>>
<<vnline narrator key:mei_s3_end>>Mei's face grows beet red as she stands and points at her front door. She needs someone to help her process some things. But right now with how emotional she is, it's likely best for you to head out. The door slams behind you as you're left out in the hall of the apartment building. Hopefully after some time to process that conversation, she will be more reasonable to talk to. It might be a good idea to make sure she knows you aren't just going to ditch her after this too. Talking to her, like usual, when you see her around the city might be the best way for her to know that whatever is bothering her, isn't going to stop you from spending time with her. <<relationgain "mei">> <<set $chars.mei.objectives.stage_three.completed to 1>> <<addhours 1>><</vnline>>
<<vnactionsat "mei_s3_end">>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline player>>Mei! I have great news! I got you a meeting!<</vnline>>
<<vnline narrator>>Surprise is in her eye at first. An almost hopeful glimmer fills them. Quickly replaced by a robust confidence and self assurance.<</vnline>>
<<vnline mei>>You did? Of course you did! That is fantastic! I am sure my invention helped immensely. But I can see by your pride and excitement, that you worked very hard to achieve this. I am proud of you for that!<</vnline>>
<<vnline player>>Yeah, thanks! It was tough. It isn't easy to convince people to take a chance on something new.<</vnline>>
<<vnline mei>>Indeed it is not. Come back to my home with me. You may help me prepare and practice the pitch. You have certainly earned the chance to see how it is done.<</vnline>>
<<vnline narrator key:mei_stage_two>>The smirk on her face is as smug as it is cute. It's easy to follow. And when she grabs you by the hand, it's hard to pull away from her. Her confidence is magnetic. Pulling you in as she draws you to her home, her center, like you're a light piece of metal. Her home though, well more accurately her apartment, is in the block housing in the slums. It's... suitable. By the looks of it, she doesn't do anything here besides sleep and eat. It barely looks lived in at all. The trashcan by the fridge is filled with soda cans and microwave burrito wrappers. Her bed isn't made, and the sheets look like they are due for a wash. And yet her living room is immaculate. Clean coffee table, couch with fluffed cushions, and a clean carpet underneath them all. A look at the TV though is enough to tell you why. The layer of dust shows that if she isn't refueling or sleeping, she likely isn't even here. She looks at you as she speaks guiding you to the couch.<</vnline>>
<<vnmediaat "mei_stage_two">>
[img["ressources/chars/mei/images/mei_stage_two.webp"]]
<</vnmediaat>>
<<vnline mei>>I would ask that you take a seat on the couch. I will begin by laying out my basic proposal to you. We will build the pitch itself off the numbers and projections I provide.<</vnline>>
<<vnline narrator key:manila_folder>>Her couch is the best place to wait. It's comfy, and feels almost brand new. Mei brings a manila folder over as you sink in and get comfortable. Opening it up and placing a few pieces of paper on the table. One looks like the outline of a business plan. And the other is a licensing fee that she intends to charge the company that would be making the product.<</vnline>>
<<vnmediaat "manila_folder">>
[img["ressources/chars/mei/images/manila_folder.webp"]]
<</vnmediaat>>
<<vnline player>>Mei, what is the licensing fee about? Wouldn't you plan to get part of the profit from the sales?<</vnline>>
<<vnline mei>>Of course I intend for that. The licensing fee is to allow them to produce my designs at all.<</vnline>>
<<vnline player>>Do you think that's the best idea? I'm wondering if they'd pull out if they think you're asking for too much.<</vnline>>
<<vnline mei>>Of course I am asking for too much. That is part of the strategy.<</vnline>>
<<vnline player>>OH! So this is just a bargaining chip you're willing to give up so you look like you're meeting them in the middle with what you really want?<</vnline>>
<<vnline mei>>Precisely right! I only intend to actually charge ten percent of that figure as the licensing fee.<</vnline>>
<<vnline player>>I still don't think that's a good idea. Any fee like that at all, and them might just walk.<</vnline>>
<<vnline mei>>Did they say this to you?<</vnline>>
<<vnline player>>No but they weren't really-<</vnline>>
<<vnline mei>>Ah, no no. If they did not say it, then you do not know it. And if you do not know it, you should not speak on such things as if you do.<</vnline>>
<<vnline player>>I'm just letting you know my opinion on it.<</vnline>>
<<vnline mei>>Noted. I have done many of these negotiations before. I am certain that my experience will carry me well in this case.<</vnline>>
<<vnline player>>But didn't you say that those negotiations all went poorly?<</vnline>>
<<vnline narrator>>Mei huffs, clearly annoyed.<</vnline>>
<<vnline mei>>Yes. But they were stepping stones to my inevitable success. Stones along a path that you seem scared to follow me down. Not a worry, I will walk it alone. You may leave.<</vnline>>
<<vnline player>>I didn't mean to-<</vnline>>
<<vnline mei>>You, may leave.<</vnline>>
<<vnline narrator key:mei_s2_end>>She's adamant. It's best for you to get up and go. Hopefully her pitch goes well. Even if it doesn't seem likely at all. In time you should ask her about it. But for now you should move on. The entire conversation seems to have pissed her off pretty significantly. <<relationgain "mei">> <<set $chars.mei.objectives.stage_two.completed to 1>> <<addhours 1>><</vnline>>
<<vnactionsat "mei_s2_end">>
[[Leave|Slums][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<if $chars.player.girlfriend is "Mei">>
<<vnline mei>>Perhaps I should give up my place in the Slums. It would save me so much money every month. And I spend so much time here already. Something to consider…<</vnline>>
<<elseif $chars.mei.location is "Fan Industries">>
<<vnline mei>>Welcome back to Fan Industries, <<print $chars.player.firstName>>. Is there anything on the shelves that piques your interest today?<</vnline>>
<<elseif $chars.mei.location is "Mei’s Apartment">>
<<vnline mei>>I do despise living so far from my store. However, it is the only place in the city I am able to afford while also paying the rent at the mall.<</vnline>>
<<elseif $chars.mei.location is "Park">>
<<vnline mei>>I am not a fan of the outdoors. Unfortunately the health benefits of regular sun and exercise greatly outweigh my distaste for it.<</vnline>>
<<elseif $chars.mei.location is "Sports Stadium">>
<<vnline mei>>My body simply draws too much attention. I exercise here so that I do not get gawked at in a gym by muscularly advanced, yet mentally undeveloped people.<</vnline>>
<<elseif $discussion is 0>>
<<vnline mei>>It is so odd when people get angry at me for being late. Clearly I had something of great importance to take care of. They should trust in my amazing judgment.<</vnline>>
<<elseif $discussion is 1>>
<<vnline mei>>I cannot talk right now, <<print $chars.player.firstName>>. I am on the verge of formulating the concept for a new invention!<</vnline>>
<<elseif $discussion is 2>>
<<vnline mei>>The use of mind altering substances escapes my understanding. My mind is wonderful. It would be inane to alter it in any way!<</vnline>>
<<elseif $discussion is 3>>
<<vnline mei>>Your outfit is quite drab today, <<print $chars.player.firstName>>. I should make a shopping list for you. I know how to better compliment your complexion with your attire.<</vnline>>
<<elseif $discussion is 4>>
<<vnline mei>>A former friend once suggested that I stop bragging about myself. Is it really my fault if others don’t appreciate my prowess?<</vnline>>
<</if>>
<<vnactions>>
<<link "Leave" "CityMap">><<set $scene to 0>><<relationgain "mei">>
<<addhours 1>><</link>>
<</vnactions>>
<</vndialogbox>>
<<setCharLocationClass "mei">>
<</nobr>><<nobr>>
<<set _coffeeLabels to {
black: "Black Coffee",
macchiato: "Macchiato",
espresso: "Espresso",
latte: "Latte"
}>>
<<set _availableCoffee to Object.keys($inventory.coffee).filter(function(coffeeKey) { return $inventory.coffee[coffeeKey] > 0; })>>
<<vndialogbox>>
<<if _availableCoffee.length is 0>>
<<vnline mei key:no_coffee>>You don't seem to have a coffee with you.<</vnline>>
<<vnactionsat "no_coffee">>
[[Back|Mei][$scene to 0; $selectedCoffee to ""]]
<</vnactionsat>>
<<elseif not $selectedCoffee>>
<<vnline mei key:coffee_pick>>You brought coffee? That's efficient. What kind?<</vnline>>
<<vnactionsat "coffee_pick">>
<<for _i to 0; _i lt _availableCoffee.length; _i++>>
<<set _coffeeKey to _availableCoffee[_i]>>
<<capture _coffeeKey>>
<<link _coffeeLabels[_coffeeKey] "meicoffee">><<set $selectedCoffee to _coffeeKey>><</link>>
<</capture>>
<</for>>
[[Never mind|Mei][$scene to 0; $selectedCoffee to ""]]
<</vnactionsat>>
<<elseif $inventory.coffee[$selectedCoffee] gt 0>>
<<set _coffeeName to _coffeeLabels[$selectedCoffee]>>
<<set _coffeeRelationGain to 1>>
<<set _coffeeReaction to "Thank you. That was thoughtful, " + $chars.player.name + ".">>
<<if $selectedCoffee is "black">>
<<set _coffeeRelationGain to 2>>
<<set _coffeeReaction to "Black coffee. Perfect. Simple, effective, and exactly what I wanted.">>
<<elseif $selectedCoffee is "latte">>
<<set _coffeeRelationGain to 0>>
<<set _coffeeReaction to "That's nice of you, but lattes really aren't my thing.">>
<</if>>
<<set $inventory.coffee[$selectedCoffee] to $inventory.coffee[$selectedCoffee] - 1>>
<<set $chars.mei.relation to $chars.mei.relation + _coffeeRelationGain>>
<<vnline player>><<print _coffeeName>>. Thought it suited you.<</vnline>>
<<vnline mei key:coffee_result>><<print _coffeeReaction>><</vnline>>
<<vnactionsat "coffee_result">>
[[Back|Mei][$scene to 0; $selectedCoffee to ""]]
<</vnactionsat>>
<<else>>
<<vnline mei key:no_coffee_selected>>That coffee doesn't seem to be available anymore.<</vnline>>
<<vnactionsat "no_coffee_selected">>
[[Back|meicoffee][$selectedCoffee to ""]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<set _giftLabels to {
flowers: "Flowers",
stuffedAnimal: "Stuffed Animal",
perfume: "Perfume",
necklace: "Necklace",
chocolates: "Chocolates",
fruitBouquet: "Fruit Bouquet",
dumbbells: "Dumbbells"
}>>
<<set _availableGifts to Object.keys($inventory.gifts).filter(function(giftKey) { return $inventory.gifts[giftKey] > 0; })>>
<<vndialogbox>>
<<if _availableGifts.length is 0>>
<<vnline mei key:no_gifts>>You don't currently have a gift to offer.<</vnline>>
<<vnactionsat "no_gifts">>
[[Back|Mei][$scene to 0; $selectedGift to ""]]
<</vnactionsat>>
<<elseif not $selectedGift>>
<<vnline mei key:gift_pick>>A gift? That's thoughtful. What did you bring?<</vnline>>
<<vnactionsat "gift_pick">>
<<for _i to 0; _i lt _availableGifts.length; _i++>>
<<set _giftKey to _availableGifts[_i]>>
<<capture _giftKey>>
<<link _giftLabels[_giftKey] "meigift">><<set $selectedGift to _giftKey>><</link>>
<</capture>>
<</for>>
[[Never mind|Mei][$scene to 0; $selectedGift to ""]]
<</vnactionsat>>
<<elseif $inventory.gifts[$selectedGift] gt 0>>
<<set _giftName to _giftLabels[$selectedGift]>>
<<set _giftRelationGain to 1>>
<<set _giftReaction to "Thank you, " + $chars.player.name + ". That was considerate.">>
<<if $selectedGift is "fruitBouquet">>
<<set _giftRelationGain to 2>>
<<set _giftReaction to "A fruit bouquet? I love this. It's adorable and practical.">>
<<elseif $selectedGift is "necklace">>
<<set _giftRelationGain to 0>>
<<set _giftReaction to "It's pretty, but jewelry really isn't my thing.">>
<</if>>
<<set $inventory.gifts[$selectedGift] to $inventory.gifts[$selectedGift] - 1>>
<<set $chars.mei.relation to $chars.mei.relation + _giftRelationGain>>
<<vnline player>><<print _giftName>>. I thought of you when I saw it.<</vnline>>
<<vnline mei key:gift_result>><<print _giftReaction>><</vnline>>
<<vnactionsat "gift_result">>
[[Back|Mei][$scene to 0; $selectedGift to ""]]
<</vnactionsat>>
<<else>>
<<vnline mei key:no_gift_selected>>It seems that item isn't available anymore.<</vnline>>
<<vnactionsat "no_gift_selected">>
[[Back|meigift][$selectedGift to ""]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<galleryUnlock "mei" "mall_date">>
<<vndialogbox>>
<<addclass body restaurant>>
<<vnline narrator key:mei_date1>>There's a hotel in Denlaw's Mall with a fantastic restaurant. It's the place you always take Mei too. She uses it as a good reason to dress nice. There's something so cute and endearing about how confident and happy she seems whenever she gets a chance to dress up. Normally she dresses functionally, considering her work. But out with you she takes her fashion to the peak.<</vnline>>
<<vnmediaat "mei_date1">>
[img["ressources/chars/mei/images/dates/date1.webp"]]
<</vnmediaat>>
<<vnline mei>>You would not believe what happened today, <<print $chars.player.firstName>>. I flipped a breaker at my store.<</vnline>>
<<vnline player>>How did that happen? Were you testing a new invention?<</vnline>>
<<vnline mei>>No, I was actually testing four of them. Five if I am to be precise. But the fifth is battery operated.<</vnline>>
<<vnline player>>Were you charging the battery for it too?<</vnline>>
<<vnline mei>>I was, in fact.<</vnline>>
<<vnline player>>Well I'm less shocked now.<</vnline>>
<<vnline narrator>>You can't help but laugh. She smiles playfully as well.<</vnline>>
<<vnline mei>>Oh shush. I pay a significant sum in rent every month. I expect to be able to reliably plug in more than five devices without any issue nor concern.<</vnline>>
<<vnline player>>That's fair. I think you have to factor in that these are tests though. Any number of things could have gone wrong to mess with the power.<</vnline>>
<<vnline mei>>Unlikely. My inventions are some of the best functioning ever made!<</vnline>>
<<vnline player>>But if they always worked flawlessly on the first try, then you wouldn't need the tests, right?<</vnline>>
<<vnline narrator>>She shifts in her seat. It's clear she doesn't want to admit it, but for you she will.<</vnline>>
<<vnline mei>>Yes, you are correct. It is a small possibility that I wired something incorrectly.<</vnline>>
<<vnline player>>Just a small one. But even if you did, you'll fix it. I'm sure of that.<</vnline>>
<<vnline narrator>>She perks up, taking a bite of her food and wiggling in her seat, looking almost excited. She swallows before responding.<</vnline>>
<<vnline mei key:rentaroom>>Of course you are! I am brilliant after all.<</vnline>>
<<vnactionsat "rentaroom">>
[[After drinks you rent a room|meimalldate][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<galleryUnlock "mei" "mall_date">>
<<vndialogbox>>
<<removeclass "body" restaurant>>
<<addclass "body" hotelroom>>
<<vnline narrator key:meidateblowjob>>Rather than get a taxi or drive home, you just rent a room for yourself and Mei tonight. The hotel is connected to the restaurant. So the convenience is an added bonus. Once the two of you are inside the room though, sleep is the last thing on Mei's mind. She climbs up onto the bed and grabs your cock forcefully. Pulling it into her mouth and sucking like it tastes better than her meal.<</vnline>>
<<vnmediaat "meidateblowjob">>
<video src="ressources/chars/mei/videos/dates/blowjob.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnactions>>
[[Continue|meimalldate][$scene to 2]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator key:facial>>You unload all over Mei's pretty face. Struggling to even stay awake after such an intense fuck.<</vnline>>
<<vnmediaat "facial">>
<video src="ressources/chars/mei/videos/dates/hotel/facial.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnline mei>>Mmm, We are extraordinarily lucky to have found one another.<</vnline>>
<<vnline player>>I couldn't agree more. I wish we could stay like this forever.<</vnline>>
<<vnline mei>>Me too…<</vnline>>
<<vnline narrator key:leave>>Mei yawns as she answers, falling asleep in your arms. You're out soon after as well. Waking up to a new day, with a memory of a great night. Hopefully with many more coming in the future. <<relationgain "mei">><</vnline>>
<<set $gameDate.setUTCDate($gameDate.getUTCDate() + 1)>><<set $gameDate.setUTCHours(7)>><<set $gameDate.setUTCMinutes(0)>><<set $day += 1>><<set $chars.mei.date_count += 1>>
<<vnactionsat "leave">>
[[Leave|CityMap]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline player>>I know what you want.<</vnline>>
<<vnline mina>>You can have me all you want, if Damir never hears a word about this.<</vnline>>
<<vnline player>>You’re such a cheating whore.<</vnline>>
<<vnline mina>>Yeah, and? I know you want some too. That’s why you’re still here, instead of running off to tell Damir.<</vnline>>
<<vnline player>>Maybe I do.<</vnline>>
<<vnline narrator>>She smiles and steps closer, grazing your chin with her palm.<</vnline>>
<<vnline mina>>I know you do. Come take it.<</vnline>>
<<vnline player>>Then come here.<</vnline>>
<<vnline narrator key:minamissionary>>Without another word, you pull your pants down and flip Mina over. Damir was certainly right about her big booty. It’s nice, big, and very easy to slide right inside of. And she moans as you fuck her, really making it just that much more fun.<</vnline>>
<<vnmediaat "minamissionary">>
<video src="ressources/chars/mina/videos/first_encounter/missionary.mp4" autoplay loop controls muted></video>
<</vnmediaat>>
<<vnactionsat "minamissionary">>
[[Continue|mina_gallery1][$scene to 6]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<vndialogbox>>
<<vnline narrator key:minapiledriver>>Pulling Mina off the couch you bring her to the ottoman. It’s lower so you can raise her ass up and really pound down into her. Jack hammering her ass and fucking it, almost trying to ruin it. <</vnline>>
<<vnmediaat "minapiledriver">>
<video src="ressources/chars/mina/videos/first_encounter/piledriver.mp4" autoplay loop muted controls></video>
<</vnmediaat>>
<<vnactionsat "minapiledriver">>
[[Continue|mina_gallery1][$scene to 7]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 7>>
<<vndialogbox>>
<<vnline narrator key:minafacial>>You pull out of her ass as you begin to cum. The moment you let go of her, Mina’s ass falls to the floor and she is sitting right in front of you as you unload all over her face.<</vnline>>
<<vnmediaat "minafacial">>
<video src="ressources/chars/mina/videos/first_encounter/facial.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnline player>>Nice job, slut. Keep that up and Damir won’t learn a thing.<</vnline>>
<<vnline mina>>He better fucking not.<</vnline>>
<<vnline narrator>>With that you leave the same way you came in, and head down the street. You can’t help but laugh at the fact that she never demanded that you delete the proof. You can still show this to Damir and get paid by him as well if you want. Or you can keep your word to her. You’ll have to decide which to do the next time you’re at the Den.<</vnline>>
<<vnline narrator key:leave>End of the scene<</vnline>>
<<vnactionsat "leave">>
[[Return to Mina's gallery|Gallery]
[$galleryCharacter to "mina";
$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnactions>>
[[Leave|Slums][$scene to 0]]
[[One more thing|Nick][$scene to 0]]
<</vnactions>>
<<if $opportunities.druglord.initiation is 3>>
<<if $discussion is 0>>
<<vnline nick>>I never know how busy Damir was. I tell ya, I tell ya it has been non stop with people coming to me for shit! Feels like when my son was first born!<</vnline>>
<<elseif $discussion is 1>>
<<vnline nick>>Thanks again for trustin’ me to take over here. I got your back from here on out.<</vnline>>
<<else>>
<<vnline nick>>Boss man, boss man! How’s it feel being the head honcho?<</vnline>>
<<vnline player>>It’s not what I imagined. But I’m just happy to not have to follow anyone’s orders anymore.<</vnline>>
<<vnline nick>>True that, that that! Well you’re doing a good job so far!<</vnline>>
<<vnline player>>Thanks Nick, I appreciate it.<</vnline>>
<</if>>
<<else>>
<<if $discussion is 0>>
<<vnline nick>>Hey, hey <<print $chars.player.firstName>>! How’s it hanging?<</vnline>>
<<vnline player>>I’m good Nick, how about you?<</vnline>>
<<vnline nick>>Business is good, so life is good. Am I right, am I right?<</vnline>>
<<elseif $discussion is 1>>
<<vnline nick>>Hey just a warning, stay clear of the beach if you’re holdin’. We got people selling out there already. And the cops are always patrollin’ out there. I swear, I SWEAR it’s like they live there or somethin’.<</vnline>>
<<elseif $discussion is 2>>
<<vnline nick>>Hey, you hear about that game shop downtown? MegaFun or some shit like that? Now, now I heard that they’re driving out business like crazy. It’s getting bad over there. People are sellin’ their shops! My son’s favorite toy store is closing down!<</vnline>>
<<elseif $discussion is 3>>
<<vnline nick>>You ever get into stocks?<</vnline>>
<<vnline player>>Like trading stocks?<</vnline>>
<<vnline nick>>Yeah, yeah that. It’s starting to get popular. I’m wonderin’ if I should give it a shot. Got any advice?<</vnline>>
<<vnline player>>Just don’t invest anything you aren’t willing to lose.<</vnline>>
<<vnline nick>>True that, true that.<</vnline>>
<<elseif $discussion is 4>>
<<vnline nick>>Keep an eye out for Cops man. I almost sold to one the other day. I swear they’re getting crafty with their undercover shit.<</vnline>>
<</if>>
<</if>>
<<relationgain "nick">>
<<addhours 1>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline nick key:nickquestions>>What do you want to know?<</vnline>>
<<vnactionsat "nickquestions">>
<<if $opportunities.druglord.dealwithdamir is 0>>
[[Where should I sell?|nickdialogues][$scene to 2;$discussion to 1]]
[[How much should I sell for?|nickdialogues][$scene to 2;$discussion to 2]]
[[Do you enjoy being a dealer?|nickdialogues][$scene to 2;$discussion to 3]]
<</if>>
<<if $opportunities.druglord.initiation gte 3 && $opportunities.druglord.dealwithdamir is 0>>
[[What can you tell me about Damir?|nickdialogues][$scene to 2;$discussion to 4]]
<</if>>
<<if $opportunities.druglord.initiation gte 3 && $opportunities.druglord.dealwithdamir is 0>>
[[What can you tell me about Vitalyy?|nickdialogues][$scene to 2;$discussion to 5]]
<</if>>
<<if $opportunities.druglord.dealwithdamir is 1>>
[[How are you handling the new job?|nickdialogues][$scene to 2;$discussion to 6]]
[[Any other gangs I should know about?|nickdialogues][$scene to 2;$discussion to 7]]
[[What should I do now?|nickdialogues][$scene to 2;$discussion to 8]]
<</if>>
[[Leave|Slums][$scene to 0]]
<</vnactionsat>>
<<relationgain "nick">>
<<addhours 1>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnactions>>
[[Leave|Slums][$scene to 0]]
[[One more thing|Nick][$scene to 0]]
<</vnactions>>
<<if $discussion is 1>>
<<vnline nick>>Wherever you can. Alleys, street corners, behind a tree at the park. Wherever you can go that works is where you should sell. But remember, you gotta remember, different places have people that want different things.<</vnline>>
<<elseif $discussion is 2>>
<<vnline nick>>Enough to make a profit. Not too much to lose the sale.<</vnline>>
<<elseif $discussion is 3>>
<<vnline nick>>Don’t matter much if I do or not. It is what it is. I’m happy with having money. Right? Right?<</vnline>>
<<elseif $discussion is 4>>
<<vnline nick>>Not much, not much. He’s a quiet guy. His English kinda sucks. But he’s good. Treat him right, and don’t betray the gang, and you’ll get along with him.<</vnline>>
<<elseif $discussion is 5>>
<<vnline nick>>He’s the boss! He’s Russian, came here years ago. Used to run in another gang under someone in his family. Brother, or cousin maybe. No he runs this gang. All, and I mean all of Denlaw’s drugs run through him. Keep on his good side. He’s calm and cool, but he’s got a temper.<</vnline>>
<<elseif $discussion is 6>>
<<vnline nick>>It’s going well, it’s going well. More work than I thought it’d be, but I got it. Don’t you worry bout me. If I need help, I’ll ask.<</vnline>>
<<elseif $discussion is 7>>
<<vnline nick>>There’s always a few that pop up or try to move in. Right now? Nothing new, nothing new. I’ll come to ya if I get word of anything.<</vnline>>
<<elseif $discussion is 8>>
<<vnline nick>>Enjoy yourself my man! Keep this place runnin’, and the money flowin’, and you’ll never have to worry bout a thing. You already won. The rest is up to you.<</vnline>>
<</if>>
<<relationgain "nick">>
<<addhours 1>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<if $opportunities.druglord.allies.includesAll("Nick", "Julio")>>
<<vndialogbox>>
<<vnline narrator>>You put the calls in. And in no time Nick, Julio, and the undercover cops that were convinced to help all arrive by your side. With them, there are seven of you in total. Fewer than you would have hoped. But it should be enough. Most of the men in the gang aren’t the best fighters, or shooters. Trained officers will be able to make a huge difference in this fight. Before it truly begins, you speak to them all. <</vnline>>
<<vnline player>>Can’t thank you guys enough for being here with me. This is going to get messy. As soon as I can get to Vitalyy, this ends. If you all can just clear my path, I’ll handle the rest.<</vnline>>
<<vnline julio>>I gotta prioritize my guys, and the safety of anyone in the area. But you’ll have the support you need. We got your back.<</vnline>>
<<vnline nick>>For sure, For sure. I’ll be with you the whole way man. No way they’re getting away with this shit.<</vnline>>
<<vnline narrator key:kickitdown>>The three of you nod to each other. A shared moment of brotherhood as you head off, ready to face the trials ahead of you. The entrance to the Den is within your sights. No one is guarding outside. All you see is that same old warehouse that you’ve visited time and time again. Once you’re through that front door, all hell will break loose. <</vnline>>
<<set _src1 to "ressources/images/drugopportunity" + "/" + $chars.player.portraitId + "/all.webp">>
<<vnmediaat "kickitdown">>
[img[_src1]]
<</vnmediaat>>
<<vnactionsat "kickitdown">>
[[Kick it down|raidtheden][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $opportunities.druglord.allies.includes("Julio")>>
<<vndialogbox>>
<<vnline narrator>>You put the calls in. And in no time Julio, and the undercover cops that were convinced to help all arrive by your side. With them, there are six of you in total. Fewer than you would have hoped. But it should be enough. Most of the men in the gang aren’t the best fighters, or shooters. Trained officers will be able to make a huge difference in this fight. Before it truly begins, you speak to them all. <</vnline>>
<<vnline player>>Can’t thank you enough for being here with me. This is going to get messy. As soon as I can get to Vitalyy, this ends. If you all can just clear my path, I’ll handle the rest.<</vnline>>
<<vnline julio>>I gotta prioritize my guys, and the safety of anyone in the area. But you’ll have the support you need. We got your back.<</vnline>>
<<vnline narrator key:kickitdown>>The two of you nod to each other. A shared moment of brotherhood as you head off, ready to face the trials ahead of you. The entrance to the Den is within your sights. No one is guarding outside. All you see is that same old warehouse that you’ve visited time and time again. Once you’re through that front door, all hell will break loose. <</vnline>>
<<set _src2 to "ressources/images/drugopportunity/" + $chars.player.portraitId + "/julio.webp">>
<<vnmediaat "kickitdown">>
[img[_src2]]
<</vnmediaat>>
<<vnactionsat "kickitdown">>
[[Kick it down|raidtheden][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $opportunities.druglord.allies.includes("Nick")>>
<<vndialogbox>>
<<vnline narrator>>You put the calls in. And in no time Nick arrives by your side. It’s just the two of you. Not exactly a formidable force. But it should be enough. Most of the men in the gang aren’t the best fighters, or shooters. And the two of you have the friendship and camaraderie to count on each other much more than a bunch of goons ever could. Before it truly begins, you speak to him, one on one.<</vnline>>
<<vnline player>>Can’t thank you enough for being here with me. This is going to get messy. As soon as I can get to Vitalyy, this ends. If you can somehow just clear my path, I’ll handle the rest.<</vnline>>
<<vnline nick>>For sure, For sure. I’ll be with you the whole way man. No way they’re getting away with this shit.<</vnline>>
<<vnline narrator key:kickitdown>>The two of you nod to each other. A shared moment of brotherhood as you head off, ready to face the trials ahead of you. The entrance to the Den is within your sights. No one is guarding outside. All you see is that same old warehouse that you’ve visited time and time again. Once you’re through that front door, all hell will break loose. <</vnline>>
<<set _src3 to "ressources/images/drugopportunity/" + $chars.player.portraitId " + "/nick.webp">>
<<vnmediaat "kickitdown">>
[img[_src3]]
<</vnmediaat>>
<<vnactionsat "kickitdown">>
[[Kick it down|raidtheden][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<else>>
<<vndialogbox>>
<<vnline narrator key:kickitdown>>It’s just you, and the men standing in your way. The Den you’ve known for some time now is standing before you, same as it ever was. No one outside guarding it. But inside, there are plenty of goons to put up a fight on your way towards getting Vitalyy. After what happened at the Pier, there is no one to count on but yourself. And either this ends with you getting the revenge you desire, or going out in a blaze of glory. Either way, this doesn’t end without bloodshed. The moment you get through that front door, all hell will break loose. And it won’t end until either Vitalyy is dead, or you are.<</vnline>>
<<vnactionsat "kickitdown">>
[[Kick it down|raidtheden][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnactions>>
[[Start shooting|raidthedenshooting][$scene to 2]]
<</vnactions>>
<<vnline narrator>>Your foot makes contact with the door. The frame bursts at the latch. The metal frame bends and some wood from the door splinters off. You move in quickly with your gun drawn. Everyone within the Den is startled by the sound of the cracking door. Most run away, but some pull their own weapons and take cover. You move towards the stairs slowly. Vitalyy will be up in his office. That’s where you need to head.<</vnline>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $opportunities.druglord.allies.includesAll("Nick", "Julio")>>
<<set _line to "Blasting through them all is a breeze with all of the backup you managed to bring.">>
<<set _chars to "_three">>
<<elseif $opportunities.druglord.allies.includes("Julio")>>
<<set _line to "You fire from your cover by the stairs. Julio and his men do most of the work though. You just need to pick off what's left. Thank goodness they were here.">>
<<set _chars to "_julio">>
<<elseif $opportunities.druglord.allies.includes("Nick")>>
<<set _line to "It's two versus who knows how many. Nick takes cover across the room from you as you each take shots. Wearing down the armed men until it's only you and Nick left standing.">>
<<set _chars to "_nick">>
<<else>>
<<set _line to "From cover, by the stairs, you manage to pick them all off one by one. Nearly expending all your ammo in the process.">>
<<set _chars to "">>
<</if>>
<<vndialogbox>>
<<vnline narrator key:shooting>> <<print _line>><</vnline>>
<<vnmediaat "shooting">><img @src="'ressources/cg/denshooting/' + $chars.player.portraitChoice + _chars + '.webp'" alt="shooting" /><</vnmediaat>>
<<vnactions>>
[[Continue|dealwithdamir][$scene to 0]]
<</vnactions>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline "Gym owner">>What can I do for you kiddo?<</vnline>>
<<vnactions>>
<<if $chars.player.money gte 30>>[[Renew my membership|renewgymmembership][$scene to 1]]<<else>>You need at least 30$ to renew your membership<</if>>
[[Nevermind|Downtown]]
<</vnactions>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline "Gym coach">>Here you go, I added 30 credits to your balance! Time to train! <<gymcredits 30>><</vnline>>
<<vnactions>>
[[Train|gymworkout]]
[[Not right now|Downtown]]
<</vnactions>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline damir>>You are back. Good, tell me what you have.<</vnline>>
<<vnline narrator>>Damir greets you with a serious but seemingly excited tone when you enter the Den. <</vnline>>
<<vnline player>>I’m sorry to say that I have exactly what you asked me for.<</vnline>>
<<vnline narrator key:minacaught>>You pull out your phone and show him the picture that you took.<</vnline>>
<<vnmediaat "minacaught">>
[img["ressources/images/drugopportunity/minacaught.webp"]]
<</vnmediaat>>
<<vnline player>>I hate to be the one to tell you this, Damir. But you were absolutely right. Mina is cheating on you with this guy. I’m sorry.<</vnline>>
<<vnline damir>>Chertovsky! I’ll kill that-! AAGH!<</vnline>>
<<vnline narrator>>Damir punches a nearby empty table. It’s only plastic, so he doesn’t hurt himself. Instead he hurts the table much more. Denting the table top with his strike. <</vnline>>
<<if $chars.damir.relation gte 50>>
<<vnline player>>You alright? Need someone to talk to?<</vnline>>
<<vnline narrator>>You try to comfort Damir. You’ve come to like the big guy and hate to see him so hurt like this. He shakes his head solemnly in response.<</vnline>>
<<vnline damir>>No, no. You do well. I pay you, you never bring up again. I handle from here.<</vnline>>
<<else>>
<<vnline player>>Sorry again Damir. It’s gotta suck.<</vnline>>
<<vnline damir>>It does. Here is money. Please forget this.<</vnline>>
<</if>>
<<vnline narrator>>Damir hands you the five thousand that he promised you. You take it and put it away quickly.<</vnline>>
<<vnline player>>Don’t worry Damir. As far as I’m concerned this never happened. Good luck. And if you don’t mind, put in a good word with Vitalyy for me.<</vnline>>
<<vnline narrator>>Damir just nods and turns away. Muttering to himself in Russian. You don’t understand, but it doesn’t sound like very pleasant thoughts that he’s expressing to himself. Hopefully he actually follows through and talks to Vitalyy for you.<</vnline>>
<<vnline key:gainmoney>>You get 5,000$ <<addmoney 5000>><<set $opportunities.druglord.damirrequest to 3>><</vnline>>
<<vnactionsat "gainmoney">>
[[Leave|Den][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline damir>>You are back. Good, tell me what you have.<</vnline>>
<<if $opportunities.druglord.minachoice is 2>>
<<vnline narrator key:damirchoices>>Damir greets you with a serious but seemingly excited tone when you enter the Den. You have the proof that he asked for. But, your deal with Mina still stands for the moment. She gave you the money. So you can double dip and reveal the truth to Damir. Or you can keep your word and lie to him.<</vnline>>
<<elseif $opportunities.druglord.minachoice is 3>>
<<vnline narrator key:damirchoices>>Damir greets you with a serious but seemingly excited tone when you enter the Den. You have the proof that he asked for. But, your deal with Mina still stands for the moment. You can use Mina for a good fuck whenever you want so long as you keep it a secret. Or you can tell him anyway to not risk being on his bad side.<</vnline>>
<<elseif $opportunities.druglord.minachoice is 0>>
<<vnline narrator key:damirchoices>>Damir greets you with a serious but seemingly excited tone when you enter the Den. You have the proof that he asked for. But, your deal with Mina still stands for the moment. She promised to stop cheating. This might be the best way to keep Damir’s marriage intact. But he may not want that. He may prefer to know. And who knows if she’ll keep her word?<</vnline>>
<</if>>
<<vnactionsat "damirchoices">>
[[Show Damir the evidence|reportingbacktodamir][$scene to 2]]
[[Keep the deal with Mina and lie to Damir|reportingbacktodamir][$scene to 3]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator>>You aren’t going to protect a cheater. <</vnline>>
<<vnline player>>I’m sorry to say that I have exactly what you asked me for.<</vnline>>
<<vnline narrator key:minacaught>>You pull out your phone and show him the picture that you took.<</vnline>>
<<vnmediaat "minacaught">>
[img["ressources/images/drugopportunity/minacaught.webp"]]
<</vnmediaat>>
<<vnline player>>I hate to be the one to tell you this, Damir. But you were absolutely right. Mina is cheating on you with this guy. I’m sorry.<</vnline>>
<<vnline damir>>Chertovsky! I’ll kill that-! AAGH!<</vnline>>
<<vnline narrator>>Damir punches a nearby empty table. It’s only plastic, so he doesn’t hurt himself. Instead he hurts the table much more. Denting the table top with his strike. <</vnline>>
<<if $chars.damir.relation gte 50>>
<<vnline player>>You alright? Need someone to talk to?<</vnline>>
<<vnline narrator>>You try to comfort Damir. You’ve come to like the big guy and hate to see him so hurt like this. He shakes his head solemnly in response.<</vnline>>
<<vnline damir>>No, no. You do well. I pay you, you never bring up again. I handle from here.<</vnline>>
<<else>>
<<vnline player>>Sorry again Damir. It’s gotta suck.<</vnline>>
<<vnline damir>>It does. Here is money. Please forget this.<</vnline>>
<</if>>
<<vnline narrator>>Damir hands you the five thousand that he promised you. You take it and put it away quickly. <</vnline>>
<<vnline player>>Don’t worry Damir. As far as I’m concerned this never happened. Good luck. And if you don’t mind, put in a good word with Vitalyy for me.<</vnline>>
<<vnline narrator>>Damir just nods and turns away. Muttering to himself in Russian. You don’t understand, but it doesn’t sound like very pleasant thoughts that he’s expressing to himself. You burned Mina, but cheaters get what they deserve. Hopefully he actually follows through and talks to Vitalyy for you.<</vnline>>
<<vnline key:gainmoney>>You get 5,000$ <<addmoney 5000>> <<set $opportunities.druglord.damirrequest to 3>><</vnline>>
<<vnactionsat "gainmoney">>
[[Leave|Den][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnline narrator>>Damir won’t know the difference. He’ll be happier thinking that his wife isn’t cheating.<</vnline>>
<<vnline player>>Sorry Damir. I watched them for a while. I even slipped into the guy’s house at one point. They really were just exercising the entire time I was there. It makes sense why you were worried, but it seems like Mina isn’t cheating on you after all.<</vnline>>
<<vnline narrator>>Damir’s face doesn’t look relieved, or angry. But something in between. Unsure, disbelieving, and distrusting would be the best words to describe how he looks at you.<</vnline>>
<<vnline damir>>I hope you right. But not cheating with trainer, is not same as not cheating.<</vnline>>
<<vnline player>>That’s true. Hell I might have just been there the one day that they didn’t happen to fuck. If you have someone else that you suspect she’s cheating with, then I can check them out too if you want.<</vnline>>
<<vnline damir>>No. I take this from here. Go, I tell you if there is more work for you.<</vnline>>
<<vnline player>>What about the five grand?<</vnline>>
<<vnline damir>>I offer you money for proof. No proof, no money.<</vnline>>
<<vnline narrator>>It’s a blood boiling answer, but it’s the truth. It isn’t in the spirit of the deal you made. But Damir is Vitalyy’s right hand man. No point in you trying to argue or push back against him at a time like this. But there is one thing you can ask of him at least.<</vnline>>
<<vnline player>>Alright. Do me a favor and put a good word in with Vitalyy for me at least.<</vnline>>
<<vnline narrator>>Damir nods to you. It’s impossible to say if he was agreeing, or just acknowledging your request. But either way for now, it’s all you’re getting. <</vnline>>
<<vnline narrator key:damirrelationloss>>Damir loses confidence in you <<damirrelation -1>><<set $opportunities.druglord.damirrequest to 3>><</vnline>>
<<vnactionsat "damirrelationloss">>
[[Leave|Den][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<set $robberychance to 50 + (5 * $chars.player.perception)>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator key:bankrobbystart>>It's supposed to be a simple job. Get in, get the cash, get out. But when does a job ever go exactly to plan?<</vnline>>
<<vnmediaat "bankrobbystart">>
<video src="ressources/gifs/drugopportunity/bankrobbystart.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnline narrator>>You and three other men from the gang pull your balaclavas over your face, and draw your weapons. Rushing into the bank, you push the door in first and first a single round up into the ceiling.<</vnline>>
<<vnline player>>Everyone, down on the ground!<</vnline>>
<<vnline narrator key:takethemedown>>Over by the tellers, a security guard is coming out and about to draw his weapon. And more seem to be coming up from behind him. You need to act fast.<</vnline>>
<<vnactionsat "takethemedown">>
[[Take them down|robberyjob][$opportunities.druglord.enforcerjobsdone += 1;$scene to 1]]
<<if $chars.player.endurance >= 1>>[[Let the others fight, get to the money|robberyjob][$scene to 2;$opportunities.druglord.enforcerjobsdone += 1]]<</if>>
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<if $robberychance lte random(0,100)>>
<<vndialogbox>>
<<vnline narrator key:peelingoff>>One by one the guards drop. The group reaches the tellers and are able to get them to fill the bags with cash. Anything in the entire building that doesn't have a dye pack in it is shoved into a dufflebag and carried out as you all begin to make your escape. The cops don't even arrive before you're all back in the car and peeling off.<</vnline>>
<<vnmediaat "peelingoff">>
<video src="ressources/gifs/drugopportunity/peelingoff.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnline narrator>>Returning to the Den, the money is divided. The gang gets the lion's share. But all four of you get quite a pretty penny for the effort.<</vnline>>
<<if $opportunities.druglord.dealwithdamir is 1>>
<<vnline damir>>Good work. Take your cut.<</vnline>>
<<else>>
<<vnline nick>>Good work. Take your cut.<</vnline>>
<</if>>
<<vnline narrator key:gainmoney>>You gain $750 <<addmoney 750>><<addhours 1>><</vnline>>
<<vnactionsat "gainmoney">>
[[Continue|Den][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<else>>
<<vndialogbox>>
<<vnline narrator key:peelingoff>>You aren't able to take them all out. But it's at least good covering fire. The other men with you grab what they can. But it's nowhere near as much as you could have gotten if you had been able to kill the guards quickly enough. Now, with the sound of sirens getting closer, it's too late to do anything but leave. The four of you book it and get back into the car with your meager take. Peeling off and getting out of there before trouble arrives.<</vnline>>
<<vnmediaat "peelingoff">>
<video src="ressources/gifs/drugopportunity/peelingoff.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnline narrator>>Returning to the Den, The money is divided. There isn't much to share between you. But you all still get something. Just enough to say that your effort wasn't wasted.<</vnline>>
<<vnline narrator key:gainmoney>>You gain $200 <<addmoney 200>><<addhours 1>><</vnline>>
<<vnactionsat "gainmoney">>
[[Continue|Den][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator key:banksafe>>You duck down and move. You aren't here to fight, you're here for cash. The others can handle the guard. You push your way through and around. Using cover to get to the offices in the back. That's where the big money can be found. The hallways in the back lead you towards the safe, with a managers office right next door. You head in that office, knowing that the key to unlocking that safe is found within.<</vnline>>
<<vnmediaat "banksafe">>
<img src="ressources/images/drugopportunity/banksafe.webp" alt="Bank Safe">
<</vnmediaat>>
<<vnline narrator>>Inside the office a woman is hiding behind a desk. You point your gun at her, keeping her in your line of sight.<</vnline>>
<<vnline manager>>Please please, don't hurt me! I'll do whatever you want!<</vnline>>
<<vnline narrator key:managerchoice>>She's actually really attractive. Big tits, and lips that look tailor made to suck dick. You could make use of that. It would mean less cash in the end. But it would be a hell of a good time. Or you could say forget it, get the cash and go with as much as you can possibly carry.<</vnline>>
<<vnactionsat "managerchoice">>
[[Have fun with her|robberyjob][$scene to 3]]
[[Get the cash and go|robberyjob][$scene to 4]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<vndialogbox>>
<<vnline player>>Anything? Fuck, I'm not passing that up.<</vnline>>
<<vnline narrator key:clerkbj>>You pull out your cock and tell her to get to work. She sucks you off as well as she can. She clearly isn't well skilled at taking someone as large as you. But it's still a hell of a good blowjob.<</vnline>>
<<vnmediaat "clerkbj">>
<video src="ressources/gifs/drugopportunity/clerkbj.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnline narrator key:peelingoff>>Once you finish with her, you get the key to the safe and head out. Opening the safe, taking everything you can in the short time you have left. Sirens are already blaring. So your bag is only half full. Everyone runs out and gets to the car. Tires screeching as you peel off and get out of there before you can get caught.<</vnline>>
<<vnmediaat "peelingoff">>
<video src="ressources/gifs/drugopportunity/peelingoff.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnline narrator>>Returning to the Den, The money is divided. There isn't much to share between you. But you all still get something. Just enough to say that your effort wasn't wasted. Especially with the extra bit of fun you had.<</vnline>>
<<vnline narrator key:gainmoney>>You gain $350 <<addmoney 350>><<addhours 1>><</vnline>>
<<vnactionsat "gainmoney">>
[[Continue|Den][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<vndialogbox>>
<<vnline player key:openSafe>>Open the safe now!<</vnline>>
<<vnmediaat "openSafe">>
[img["ressources/images/drugopportunity/opensafe.webp"]]
<</vnmediaat>>
<<vnline narrator key:peelingoff>>The cash is what matters most right now. She opens up the safe for you and you fill your bag with enough cash that it's actually hard to carry it all. You lug it out, and see that thankfully the others took care of those security guards. You can stroll out without any resistance. Sirens off in the distance are starting to grow louder though. So into the car the bag goes. And once everyone else is in as well, you peel off.<</vnline>>
<<vnmediaat "peelingoff">>
<video src="ressources/gifs/drugopportunity/peelingoff.mp4" autoplay loop muted></video>
<</vnmediaat>>
<<vnline narrator>>Returning to the Den, the money is divided. The gang gets the lion's share. But all four of you get a nice and fat chunk of cash since you were able to get so much.<</vnline>>
<<if $opportunities.druglord.dealwithdamir is 1>>
<<vnline damir>>Great work. Take your cut.<</vnline>>
<<else>>
<<vnline nick>>Great work. Take your cut.<</vnline>>
<</if>>
<<vnline narrator key:gainmoney>>You gain $1000 <<addmoney 1000>><<addhours 1>><</vnline>>
<<vnactionsat "gainmoney">>
[[Continue|Den][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<removeclass "body" "den beach smuggling-speedboat smuggling-beach smuggling-underpier smuggling-gunfight smuggling-van">><<addclass "body" "smuggling-floatplane">>
<<set $smugglingRoll to 0>>
<<set $smugglingFullPay to false>>
<<vndialogbox>>
<<vnline narrator>>A new shipment is coming in from out of the country. To get around law enforcement, the suppliers fly close by on floatplanes and land near the border of international waters. A speedboat collects the product and brings it to shore, following carefully planned routes to avoid Coast Guard patrols.<</vnline>>
<<vnline narrator>>Every step is handed off to someone new. The less time any one person holds the product, the less chance there is of being discovered with it. Every handoff offers everyone involved a little more protection.<</vnline>>
<<vnline narrator key:smuggling_shore>>Once the speedboat has the shipment, it turns toward shore. Your part begins when it reaches the beach.<</vnline>>
<<vnactionsat "smuggling_shore">>
[[Wait for the speedboat|smugglingjob][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<removeclass "body" "den beach smuggling-floatplane smuggling-beach smuggling-underpier smuggling-gunfight smuggling-van">><<addclass "body" "smuggling-speedboat">>
<<vndialogbox>>
<<vnline narrator>>Your role is to carry the product from the boat to a van parked up by the pier. The beach is closed to the public this late. That means there should be no witnesses, but it also means anyone spotted here will immediately attract attention.<</vnline>>
<<vnline narrator>>The speedboat pulls up through the shallow water. The man aboard lifts two heavy duffel bags, ready to hand them over. There is no time to waste once you take them.<</vnline>>
<<vnline narrator key:smuggling_approach>>The only question is how you want to reach the van.<</vnline>>
<<vnactionsat "smuggling_approach">>
[[Sprint straight for the van|smugglingjob][$scene to 2]]
[[Move from cover to cover under the pier|smugglingjob][$scene to 3]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<removeclass "body" "den beach smuggling-floatplane smuggling-speedboat smuggling-underpier smuggling-gunfight smuggling-van">><<addclass "body" "smuggling-beach">>
<<vndialogbox>>
<<vnline narrator>>The man on the speedboat gives you two duffel bags. You sling one over your shoulder, grab the other by its handles, and start moving.<</vnline>>
<<vnline narrator>>The sand makes it difficult to run. Even at a sprint, you are not moving much faster than you would at a jog. Worse, being out in the open leaves nowhere to hide when flashlights begin scouring the beach.<</vnline>>
<<vnline cop>>Hey you! Stop right there!<</vnline>>
<<vnline narrator key:smuggling_cops>>Not good. The cops noticed you. It is time to act fast.<</vnline>>
<<vnactionsat "smuggling_cops">>
[[Fight your way through|smugglingjob][$scene to 4;$smugglingRoll to random(0, 100)]]
<<if $chars.player.endurance gte 4>>
[[Sprint the hell outta there|smugglingjob][$scene to 5]]
<</if>>
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 3>>
<<removeclass "body" "den beach smuggling-floatplane smuggling-speedboat smuggling-beach smuggling-gunfight smuggling-van">><<addclass "body" "smuggling-underpier">>
<<vndialogbox>>
<<vnline narrator>>The pier's large wooden support columns provide excellent cover. They are wide enough to completely obscure you, even with the bulky bags you are carrying.<</vnline>>
<<vnline narrator>>It is a slow process. Every stray sound or flash of light sends you back behind cover. If you do not start moving faster, the people waiting at the van might assume you have been caught.<</vnline>>
<<vnline narrator key:smuggling_pier_choice>>Worse, the sound of two people talking is getting louder. Someone is headed toward you. It could be the cops, or it could be people walking the beach far too late at night.<</vnline>>
<<vnactionsat "smuggling_pier_choice">>
[[Make a break for it|smugglingjob][$scene to 6]]
[[Slow and steady wins the race|smugglingjob][$scene to 7]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 4>>
<<removeclass "body" "den beach smuggling-floatplane smuggling-speedboat smuggling-beach smuggling-underpier smuggling-van">><<addclass "body" "smuggling-gunfight">>
<<vndialogbox>>
<<set _smugglingChance to 50 + (5 * $chars.player.perception)>>
<<if $smugglingRoll lte _smugglingChance>>
<<vnline narrator>>A few well-timed shots take the officers down without issue. Dead police will bring a lot of attention to the area, and this transfer point may be burned for the foreseeable future. It is an unfortunate cost, but you got away safely with both bags.<</vnline>>
<<vnline narrator key:smuggling_fight_success>>The van is in sight now. You are almost finished.<</vnline>>
<<vnactionsat "smuggling_fight_success">>
[[Drop off the product|smugglingjob][$scene to 9;$smugglingFullPay to true]]
<</vnactionsat>>
<<else>>
<<vnline narrator>>The cops manage to wing you. You are not seriously hurt, but you have to drop one of the bags. Losing the weight lets you escape, while your return fire makes the officers wary of getting too close.<</vnline>>
<<vnline narrator>>The firefight will bring a lot of attention to the area, and this transfer point may be burned for the foreseeable future. At least you made it out alive with some product left to hand off.<</vnline>>
<<vnline narrator key:smuggling_fight_failure>>The van is in sight now. You are almost finished.<</vnline>>
<<vnactionsat "smuggling_fight_failure">>
[[Drop off the product|smugglingjob][$scene to 8;$smugglingFullPay to false]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<<elseif $scene is 5>>
<<removeclass "body" "den beach smuggling-floatplane smuggling-speedboat smuggling-underpier smuggling-gunfight smuggling-van">><<addclass "body" "smuggling-beach">>
<<vndialogbox>>
<<vnline narrator>>You move, and quickly. Every bit of stored energy comes out at once. Before the cops can see your face or work out where you are headed, you are gone.<</vnline>>
<<vnline narrator>>Running this fast through sand feels like Olympic training. The fear of jail, or worse, is enough to make you put mind over matter and keep pushing until you are safely away from them.<</vnline>>
<<vnline narrator key:smuggling_sprint_escape>>The van is in sight now. You are almost finished.<</vnline>>
<<vnactionsat "smuggling_sprint_escape">>
[[Drop off the product|smugglingjob][$scene to 9;$smugglingFullPay to true]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 6>>
<<removeclass "body" "den beach smuggling-floatplane smuggling-speedboat smuggling-beach smuggling-gunfight smuggling-van">><<addclass "body" "smuggling-underpier">>
<<vndialogbox>>
<<vnline narrator>>Sitting and hoping the approaching people do not notice you would be foolish while carrying this much contraband. You step away from the wooden support and start sprinting.<</vnline>>
<<vnline narrator>>Unfortunately, the bag on your back catches on a splintered piece of the beam. Its strap tears and the bag drops. It is too late to go back. You have already started running, and whoever you heard talking has almost certainly noticed you.<</vnline>>
<<vnline narrator key:smuggling_break_escape>>Cops or not, the risk is too great to do anything but keep running. When the van comes into sight, you know your part of the job is almost finished.<</vnline>>
<<vnactionsat "smuggling_break_escape">>
[[Drop off the product|smugglingjob][$scene to 8;$smugglingFullPay to false]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 7>>
<<removeclass "body" "den beach smuggling-floatplane smuggling-speedboat smuggling-beach smuggling-gunfight smuggling-van">><<addclass "body" "smuggling-underpier">>
<<vndialogbox>>
<<vnline narrator>>You move, but keep taking it slowly. The moment you step away from the wooden pole, you feel a tug. One bag's strap is caught on a splintering piece of wood. You carefully slip it free and continue.<</vnline>>
<<vnline narrator>>The voices are under the pier with you now. You hug the side of a support pole, sliding around it so that the speakers remain on the opposite side.<</vnline>>
<<vnline stranger>>I'm telling you, Bigfoot is real, dude!<</vnline>>
<<vnline stranger>>You're crazy. The original one was seen like a hundred years ago. Even if it was real, it's dead now. You'd need a whole species for them to still be around, and no way a species like that could hide out in the woods.<</vnline>>
<<vnline stranger>>Caves, man. Do you have any idea how many caves are out there? Ones that haven't even been fully explored!<</vnline>>
<<vnline narrator>>You breathe a heavy sigh of relief as the voices trail off. You get moving again, and before long the van is within sight.<</vnline>>
<<vnline narrator key:smuggling_slow_escape>>Your part of the job is almost finished.<</vnline>>
<<vnactionsat "smuggling_slow_escape">>
[[Drop off the product|smugglingjob][$scene to 9;$smugglingFullPay to true]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 8>>
<<removeclass "body" "den beach smuggling-floatplane smuggling-speedboat smuggling-beach smuggling-underpier smuggling-gunfight">><<addclass "body" "smuggling-van">>
<<set $smugglingFullPay to false>>
<<vndialogbox>>
<<vnline narrator>>The back door of the van opens as you approach. You nod to the men inside and put the remaining bag into the van.<</vnline>>
<<vnline "Vanguy">>This all? We were told it'd be two bags from you.<</vnline>>
<<vnline player>>I lost one on the way up here. Nearly got caught in the process. It was a bad-luck kind of night.<</vnline>>
<<vnline "Vanguy">>It's gonna come outta your pay.<</vnline>>
<<vnline player>>I know. Just take it and move before someone sees us.<</vnline>>
<<vnline narrator key:smuggling_half_pay>>The guy hands you half of what your cut was meant to be, then closes the van door. The tires squeal as it speeds off. Cash in hand, you head back to the Den. Hopefully next time will go better.<</vnline>>
<<vnactionsat "smuggling_half_pay">>
<<link "Return to the Den" "Den">>
<<set $scene to 0>>
<<set $chars.player.doneenforcerjob to 1>>
<<set $opportunities.druglord.enforcerjobsdone += 1>>
<<addmoney 425>>
<<addhours 1>>
<<removeclass "body" "smuggling-floatplane smuggling-speedboat smuggling-beach smuggling-underpier smuggling-gunfight smuggling-van">><<addclass "body" "den">>
<</link>>
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 9>>
<<removeclass "body" "den beach smuggling-floatplane smuggling-speedboat smuggling-beach smuggling-underpier smuggling-gunfight">><<addclass "body" "smuggling-van">>
<<set $smugglingFullPay to true>>
<<vndialogbox>>
<<vnline narrator>>The back door of the van opens as you approach. You nod to the men inside and put both bags into the van.<</vnline>>
<<vnline "Vanguy">>Two bags. Just what the doctor ordered.<</vnline>>
<<vnline player>>That's right. Everything went off without a hitch.<</vnline>>
<<vnline "Vanguy">>Good to hear. Here's your pay.<</vnline>>
<<vnline player>>Thanks. See ya next time.<</vnline>>
<<vnline narrator key:smuggling_full_pay>>The guy hands over your pay, then closes the van door. The tires squeal as it speeds off. Cash in hand, you head back to the Den. It went well this time. Hopefully it always goes this smoothly.<</vnline>>
<<vnactionsat "smuggling_full_pay">>
<<link "Return to the Den" "Den">>
<<set $scene to 0>>
<<set $chars.player.doneenforcerjob to 1>>
<<set $opportunities.druglord.enforcerjobsdone += 1>>
<<addmoney 850>>
<<addhours 1>>
<<removeclass "body" "smuggling-floatplane smuggling-speedboat smuggling-beach smuggling-underpier smuggling-gunfight smuggling-van">><<addclass "body" "den">>
<</link>>
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnline narrator>>Dressed in black, like requested, you arrive at the Coast and meet up with the others. According to Vitalyy’s intel, they will arrive by boat at the end of the Pier. And they will hoist whatever it is that they are bringing. The moment the package is up on the Pier, everyone will move in at once. Once the package is secure, everyone leaves and the job is done. You set up alongside Damir near a stand for a water pistol game, roughly near the center of the Pier. Nick, Vitalyy, and the others head to either side. At the very end of the Pier, five men are standing there looking out into the water and speaking with one another. A couple of them are smoking, but otherwise they seem unassuming. They’re clearly the marks. So now all that needs to happen is to wait.<</vnline>>
<<vnmediaat "waterpistolgame">>
[img["ressources/images/drugopportunity/waterpistolgame.webp"]]
<</vnmediaat>>
<<vnline narrator key:afterwaiting>>After nearly an hour of waiting, the men start to move. A couple of them bend over the railing and begin pulling something up. You watch and see that they bring up what appears to be a large chest. It almost looks like something you’d see in a pirate movie. Whatever is inside, doesn’t matter very much. It just needs to be taken. That’s the job. Damir is the first to move. Drawing his pistol and aiming it towards the five men as he advances. You draw yours as well, advancing to cover him. In your periphery you see the others approaching as well. You aren’t sure who fired the first shot. But eventually the bullets started flying. It’s a fight!<</vnline>>
<<vnactionsat "afterwaiting">>
[[Continue|theheist][$scene to 1]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline narrator key:vitalyyshooter>>As the last of the five men fall, a pair of men from the gang grab the chest and start running off with it. You take that as your cue to leave as well. But then, a final shot rings out. Your vision blurs a bit as you tumble to the ground. There’s a sharp pain in your left shoulder and chest. Rolling over, the sight of blood soaking your black shirt is impossible to miss. You’re struggling to stay conscious. But an image burns into your mind. One of Vitalyy standing just a few feet away from you, holding his gun, aimed at you.<</vnline>>
<<vnmediaat "vitalyyshooter">>
[img["ressources/images/drugopportunity/vitalyyshooter.webp"]]
<</vnmediaat>>
<<vnline narrator key:continue1>>You black out…<</vnline>>
<<vnline narrator>>A bright light<</vnline>>
<<vnline narrator>>You inhale sharply when you wake up. A bright light overhead almost blinding you with how harsh it beats down onto you. A few blinks resets your vision as you scan your environment. And the first thing you see is Nick, sitting in a chair a few feet away from you. <<removeclass "body" "beach">> <<addclass "body" "hospital_room">><</vnline>>
<<vnline player>>Nick? Ugh, what happened?<</vnline>>
<<vnline nick>>Whoa whoa, take it easy. Lay back down my man.<</vnline>>
<<vnline narrator>>You lay back as he suggests. Your shoulder is sore and your memory of the events at the Pier flood back to and dominate your mind.<</vnline>>
<<vnline player>>Fuck, he shot me.<</vnline>>
<<vnline nick>>Who did?<</vnline>>
<<vnline player>>Vitalyy…<</vnline>>
<<vnline nick>>Shh, shhhhhh. Don’t say that too loud man. You can’t just go ‘round accusing the boss of stuff like that!<</vnline>>
<<vnline player>>Where are we?<</vnline>>
<<vnline nick>>Local clinic in the Slums. I brought you here after you got hit.<</vnline>>
<<vnline player>>Thanks Nick. You saved my life.<</vnline>>
<<vnline nick>>No worries, no worries. I ain’t gonna let my man go down like that. Besides the doc saved you. I just got you here.<</vnline>>
<<vnline player>>Still, I could never thank you enough.<</vnline>>
<<vnline nick>>Just survive, my man. All I’m gonna ask of ya.<</vnline>>
<<vnline player>>I have no right doing it, but I need to ask something more of you.<</vnline>>
<<vnline nick>>What’s up?<</vnline>>
<<vnline player>>I won’t say his name. But I know it was him. I saw him, pointing the gun at me. I don’t know why, but he did it. And I’m not going to take that lying down.<</vnline>>
<<vnline nick>>Nah, nah. Don’t tell me you want revenge.<</vnline>>
<<vnline player>>No, not that simple. I’m taking over. I’m not going to play second fiddle to someone who would turn on his own people like that. And I’m going to need your help if I want to do it.<</vnline>>
<<vnline nick>>I dunno, I dunno. If we do that, there’s no going back.<</vnline>>
<<vnline player>>If you can’t, I understand. It’s a lot to ask of anyone.<</vnline>>
<<if $chars.nick.relation gte 35>>
<<vnline nick>>I’m in. Just tell me when and where. I had your back on the Pier, and I’ll have it here.<</vnline>>
<<vnline player key:thankyou>>Thank you. You’re a true friend. I’ll always have your back, like you’ve had mine.<</vnline>>
<<vnactionsat "thankyou">>
[[Continue|theheist][$scene to 2;$opportunities.druglord.nickhelp to 1;$opportunities.druglord.allies.push("Nick")]]
<</vnactionsat>>
<<else>>
<<vnline nick>>I had your back on the Pier, <<print $chars.player.firstName>>. But I can’t help with this. Too much of a risk. I got too much to lose.<</vnline>>
<<vnline player key:continue>>I understand. No hard feelings at all. You’ll still have a place with the gang if I come out on top. You’re a good guy, Nick.<</vnline>>
<<vnactionsat "continue">>
[[Continue|theheist][$scene to 2]]
<</vnactionsat>>
<</if>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnline narrator>>After a few days you get out of the clinic with a clean bill of health and a fresh vendetta to see through. The Den is where you need to go if you want to confront Vitalyy and take the gang over. It would be the revenge that he truly deserves. But it won’t be so simple as just showing up. You’ll want to make sure that you’re as prepared as possible. Any allies that you might be able to call upon could mean all the difference in the world. But you can still always go alone. As long as you think you can handle it. <<removeclass "body" "beach">> <<addclass "body" "hospital_room">><</vnline>>
<<if $opportunities.druglord.made_deal is 1>>
<<vnline narrator>>If you’re making a move like this, going back to the Pier to talk to Julio might be a smart move. Having the police backing you could make the entire fight much easier.<</vnline>>
<<vnline julio>><</vnline>>
<</if>>
<<if $opportunities.druglord.minachoice is 1>>
<<vnline narrator>>Mina isn’t trustworthy, but she might be able to be useful. With what you know, you could potentially squeeze her, or offer her a spot within the new organization if she helps you. If nothing else, she should be able to make Damir less of a threat. You can probably find her back at the Residential District.<</vnline>>
<<vnline mina>><</vnline>>
<</if>>
<<if $opportunities.druglord.nickhelp is 1>>
<<vnline narrator>>Nick is already on board. So if nothing else you have someone who will be by your side.<</vnline>>
<<vnline nick>><</vnline>>
<</if>>
<<vnline key:nextday>><<set $opportunities.druglord.vitalyybigscore to 2>><<NextDay>><</vnline>>
<<vnactionsat "nextday">>
[[Leave|Slums][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</if>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator key:training>>You bought them, so you’re gonna use them. Grabbing your dumbbells and doing a few curls with each arm until your biceps start to feel the burn. Then you move on to a few shoulder presses. And you finish with a few tricep pulls. Really getting a solid arm workout in, and in record time!<</vnline>>
<</vndialogbox>>
<<vnmediaat "training">><video src="ressources/activities/gym.mp4" autoplay loop controls></video><</vnmediaat>>
<<vnactions>>
[[Finish training|PlayerBedroom]]
<</vnactions>>
<<baseGainStat "strength" 1>>
<<set $chars.player.baseLocations.trained_at_home to 1>>
<</nobr>><<nobr>>
<<vndialogbox>>
<<vnline narrator>>The Den is unusually quiet today. The moment you step in, it looks half deserted. Like you came in on a holiday. Or like if the gang fled. But there were a few people over towards the center of the main warehouse floor. Circled around a table. They don’t seem to notice you at first until the sound of the door closing behind you alerts them to your presence. There are a few people there, staring at you. But the only three you immediately recognize are Vitalyy, Damir, and Nick. <</vnline>>
<<vnline vitalyy>><<print $chars.player.firstName>>, my good man. Come quickly, you’re just in time.<</vnline>>
<<vnline narrator>>You walk over and shake Vitalyy’s hand to greet him. Then you take a look at what’s sprawled out on the table. It looks like the specifics for a heist. One that has a lot of planning already put into it. You then look up and greet the others at the table.<</vnline>>
<<vnline player>>Damir, Nick, good to see ya.<</vnline>>
<<vnline narrator>>Both of them nod back to you. Damir with little emotion shown, Nick smiles warmly.<</vnline>>
<<vnline vitalyy>>Wonderful, I believe everyone that I wish to be here, is now here. I can begin properly.<</vnline>>
<<vnline narrator>>Vitalyy stands at the head of the table and begins pointing to various spots on it as he explains each aspect.<</vnline>>
<<vnline vitalyy>>The plan is so simple, that if we do it properly, no one will be aware the theft has occurred. This will be a smash and grab. But trust me when I say the execution will be much more elegant than the description. An assault from three directions will have them pinned, with nowhere to go, and no way to get help. We eliminate them, we take what we want, and we leave with no record of us ever being there. Are there any questions, before I continue?<</vnline>>
<<vnline player>>Yeah, what are we stealing?<</vnline>>
<<vnline vitalyy>>A gang that has been quietly attempting to muscle their way into our city has a shipment coming in and we are going to take it for ourselves. We are not entirely sure what they are bringing, just yet. But whatever it is, it is not as important to me as the harm it will inflict upon them to lose this shipment. We will teach those that attempt to harm us that there are consequences to their actions.<</vnline>>
<<vnline nick>>Right, right I got one. Any back up plan? Like if we get fucked and have to dip, we got a place to meet up later at?<</vnline>>
<<vnline vitalyy>>No. If this plan goes awry, we will scatter. Minimal contact for the next day or so will be necessary. We will return here, to the den, to confer and regroup three days after the event. Understood?<</vnline>>
<<vnline narrator>>Everyone present nods their head in understanding.<</vnline>>
<<vnline vitalyy>>Good. We will meet at the coast. Make sure you buy some black clothes. Damir should have some if you do not. Come after 18:00. And be ready for anything.<</vnline>>
<<vnline narrator>>Vitalyy disbands this meeting as suddenly as it began. Everyone heads out of the Den for now. You shouldn’t head back until after this heist is over.<</vnline>>
<<vnline narrator key:endscene>>Your relationship with the gang members improves <<nickrelation 1>><<damirrelation 1>><<vitalyyrelation 1>> <<set $opportunities.druglord.damirrequest to 4>><<set $opportunities.druglord.vitalyybigscore to 1>><</vnline>>
<<vnactionsat "endscene">>
[[Leave|Slums][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<</nobr>><<nobr>>
<<if $scene is 0>>
<<vndialogbox>>
<<vnactions>>
[[Leave|CityMap][$scene to 0]]
<</vnactions>>
<<if $discussion is 0>>
<<vnline vitalyy>>I am very busy. I would appreciate if you make this a short visit.<</vnline>>
<<elseif $discussion is 1>>
<<vnline vitalyy>>Have I ever told you of my brother? He was an amazing man. He ran his own gang before he passed.<</vnline>>
<<vnline player>>I’m sorry for your loss.<</vnline>>
<<vnline vitalyy>>Thank you. He meant the world to me. One day, I hope to get back at the man who took him from me.<</vnline>>
<<elseif $discussion is 2>>
<<vnline vitalyy>>You have a familiar look to you. Sometimes I wonder if we’ve met before.<</vnline>>
<<elseif $discussion is 3>>
<<vnline vitalyy>>Keep up your good work. I have high expectations for you.<</vnline>>
<<elseif $discussion is 4>>
<<vnline vitalyy>>I need to curb my addiction to poker. I never come out on top.<</vnline>>
<</if>>
<<relationgain "vitalyy">>
<<addhours 1>>
<</vndialogbox>>
<<elseif $scene is 1>>
<<vndialogbox>>
<<vnline vitalyy key:vitalyyquestions>>What do you want to know?<</vnline>>
<<vnactionsat "vitalyyquestions">>
[[How long have you been the boss?|vitalyydialogues][$scene to 2;$discussion to 1]]
[[Why did you choose a life of crime?|vitalyydialogues][$scene to 2;$discussion to 2]]
[[What’s Damir like?|vitalyydialogues][$scene to 2;$discussion to 3]]
<<if $opportunities.druglord.vitalyyfirstmission is 1>>
[[Any news now that the informant issue is handled?|vitalyydialogues][$scene to 2;$discussion to 4]]
<</if>>
<<if $opportunities.druglord.damirrequest is 3>>
[[Did you know that Damir was having trouble with his wife?|vitalyydialogues][$scene to 2;$discussion to 5]]
<</if>>
[[Leave|CityMap][$scene to 0]]
<</vnactionsat>>
<</vndialogbox>>
<<elseif $scene is 2>>
<<vndialogbox>>
<<vnactions>>
[[Leave|CityMap]]
<</vnactions>>
<<if $discussion is 1>>
<<vnline vitalyy>>I have been at the head of this operation for several years. It is nearing a decade now, if my memory serves me.<</vnline>>
<<elseif $discussion is 2>>
<<vnline vitalyy>>You could call it a, family business. But the more apt answer to offer you is that I enjoy it. The power, the money, the dangers, all of them wrap together to form a more fulfilling experience than anything else I ever attempted.<</vnline>>
<<elseif $discussion is 3>>
<<vnline vitalyy>>Damir is a loyal, strong, and stubborn man. Further, he is a little bullheaded. In Russia he earned the nickname, ‘Zhelez Nos’, or ‘Iron Nose’ because of this.<</vnline>>
<<elseif $discussion is 4>>
<<vnline vitalyy>>All things have been quiet. No more interrupted shipments. Business has returned to usual. It appears as though your work paid off.<</vnline>>
<<elseif $discussion is 5>>
<<vnline vitalyy>>I did. Mina can be a cruel woman. But if you know, then I am certain that Damir told you not to speak of this with others. You would be wise to heed that request more carefully.<</vnline>>
<</if>>
<<relationgain "vitalyy">>
<<addhours 1>>
<</vndialogbox>>
<</if>>
<</nobr>>