From f03003a061f96d7c8291d1fa122f2f912f5d365f Mon Sep 17 00:00:00 2001
From: Vrelnir <vrelnir@gmail.com>
Date: Mon, 8 Feb 2021 06:27:02 +0000
Subject: [PATCH] Updated to 0.2.22.0

---
 devTools/androidsdk/image/cordova/config.xml  |    2 +-
 .../androidsdk/image/cordova/package.json     |    2 +-
 game/01-config/start.twee                     |   11 +-
 game/01-config/sugarcubeConfig.js             |    2 +-
 game/03-JavaScript/ingame.js                  |    2 +-
 game/03-JavaScript/save.js                    |    3 +
 game/04-Variables/presets.twee                |   10 +-
 game/04-Variables/variables-start.twee        |    4 +-
 .../04-Variables/variables-versionUpdate.twee |   22 +-
 game/base-clothing/clothing-face.twee         |    2 +-
 game/base-clothing/clothing-feet.twee         |   38 +-
 game/base-clothing/clothing-hands.twee        |    8 +-
 game/base-clothing/clothing-lower.twee        |   89 +-
 game/base-clothing/clothing-under-upper.twee  |    4 +-
 game/base-clothing/clothing-under.twee        |   57 +-
 game/base-clothing/clothing-upper.twee        |   88 +-
 game/base-combat/actions-speech.twee          |   29 +-
 game/base-combat/actions-text.twee            |    6 +-
 game/base-combat/actions.twee                 |    6 +-
 game/base-combat/actionsGeneration.twee       |    7 +-
 game/base-combat/effects.twee                 |   32 +
 game/base-combat/ejaculation-eden.twee        |    2 +-
 game/base-combat/ejaculation.twee             |    2 +-
 game/base-combat/end.twee                     |    6 +
 game/base-combat/init.twee                    |    6 +-
 game/base-combat/man-combat.twee              |   24 +-
 game/base-combat/struggle.twee                |   14 +-
 game/base-combat/widgets.twee                 |   18 +-
 game/base-system/attitudes.twee               |    1 +
 game/base-system/caption.twee                 |    1 -
 game/base-system/effects.twee                 |    2 -
 game/base-system/feats.twee                   |   30 +-
 game/base-system/journal.twee                 |    4 +-
 game/base-system/plant-objects.twee           |   59 +
 game/base-system/settings.twee                |   26 +-
 game/base-system/tending.twee                 |    3 +-
 game/base-system/text.twee                    |   94 +-
 game/base-system/time.twee                    |    4 +-
 game/base-system/traits.twee                  |    6 +
 game/base-system/widgets.twee                 |   20 +-
 game/overworld-forest/loc-cabin/events.twee   |    2 +-
 game/overworld-forest/loc-forest/events.twee  |    7 +-
 game/overworld-forest/loc-forest/main.twee    |    4 +-
 game/overworld-forest/loc-lake/main.twee      |    3 +-
 game/overworld-forest/loc-lake/mason.twee     |    2 +-
 game/overworld-forest/loc-lake/skating.twee   |    2 +-
 .../loc-tentacle-world/main.twee              |    2 +-
 game/overworld-plains/loc-farm/events.twee    |   26 +-
 game/overworld-plains/loc-farm/main.twee      |    4 +-
 game/overworld-plains/loc-farm/widgets.twee   |    2 +-
 game/overworld-plains/loc-farm/work.twee      |    2 +-
 game/overworld-plains/loc-livestock/jobs.twee |   17 +-
 game/overworld-plains/loc-moor/abduction.twee | 1234 ++++++++++
 game/overworld-plains/loc-moor/events.twee    | 2022 +++++++++++++++++
 game/overworld-plains/loc-moor/main.twee      |  625 ++++-
 game/overworld-plains/loc-moor/widgets.twee   |  651 ++++++
 game/overworld-plains/loc-riding/main.twee    |   12 +-
 game/overworld-town/loc-beach/main.twee       |    2 +-
 game/overworld-town/loc-bus/main.twee         |    2 +-
 .../overworld-town/loc-danube-homes/work.twee |    2 +-
 .../overworld-town/loc-docks/skulduggery.twee |    2 +-
 game/overworld-town/loc-home/main.twee        |    2 +-
 .../overworld-town/loc-hospital/pharmacy.twee |   75 +-
 game/overworld-town/loc-market/widgets.twee   |    2 +-
 game/overworld-town/loc-museum/main.twee      |  391 +++-
 .../loc-museum/museumAntiques.twee            |   26 +-
 game/overworld-town/loc-pub/main.twee         |   37 +-
 .../loc-school/classes/maths-events.twee      |    2 +-
 .../loc-school/classes/swimming.twee          |    2 +-
 .../loc-school/widgets-events.twee            |    2 +-
 game/overworld-town/loc-shop/main.twee        |    8 +-
 game/overworld-town/loc-spa/main.twee         |   10 +-
 game/overworld-town/loc-street/events.twee    |    2 +-
 game/overworld-town/loc-street/widgets.twee   |    1 -
 game/overworld-town/loc-strip club/main.twee  |    2 +-
 game/overworld-town/loc-temple/quarters.twee  |   10 +-
 .../loc-temple/soup-kitchen.twee              |    6 +-
 game/overworld-town/special-avery/main.twee   |    7 +-
 .../special-kylar/halloween.twee              |   12 +-
 game/overworld-town/special-kylar/main.twee   |    4 +-
 .../overworld-town/special-leighton/main.twee |    2 +-
 game/overworld-town/special-robin/main.twee   |    4 +-
 .../special-whitney/halloween.twee            |    2 +-
 game/overworld-town/special-whitney/main.twee |    2 +-
 .../loc-cave/events.twee                      |    2 +-
 .../loc-cave/widgets.twee                     |    1 +
 .../loc-sewers/old-sewers-events.twee         |   12 +-
 .../loc-underground/main.twee                 |    2 +-
 game/special-dance/effects.twee               |    2 +-
 game/special-exhibition/main.twee             |   26 +-
 game/special-exhibition/night.twee            |    4 +-
 game/special-masturbation/main.twee           |    2 +-
 game/special-templates/main.twee              |   15 +-
 img/clothes/feet/long/full.png                |  Bin 0 -> 1410 bytes
 img/clothes/head/sailorsmall/acc.png          |  Bin 2949 -> 1075 bytes
 img/clothes/head/sailorsmall/full.png         |  Bin 3852 -> 1320 bytes
 img/clothes/lower/scout/acc.png               |  Bin 0 -> 1052 bytes
 img/clothes/lower/scout/frayed.png            |  Bin 0 -> 1328 bytes
 img/clothes/lower/scout/full.png              |  Bin 0 -> 1326 bytes
 img/clothes/lower/scout/tattered.png          |  Bin 0 -> 1288 bytes
 img/clothes/lower/scout/torn.png              |  Bin 0 -> 1347 bytes
 img/clothes/lower/soccer/frayed.png           |  Bin 0 -> 1230 bytes
 img/clothes/lower/soccer/full.png             |  Bin 0 -> 1225 bytes
 img/clothes/lower/soccer/tattered.png         |  Bin 0 -> 1248 bytes
 img/clothes/lower/soccer/torn.png             |  Bin 0 -> 1249 bytes
 img/clothes/under_lower/jockstrap/acc.png     |  Bin 0 -> 1108 bytes
 img/clothes/under_lower/jockstrap/frayed.png  |  Bin 0 -> 1086 bytes
 img/clothes/under_lower/jockstrap/full.png    |  Bin 0 -> 1080 bytes
 .../under_lower/jockstrap/tattered.png        |  Bin 0 -> 1060 bytes
 img/clothes/under_lower/jockstrap/torn.png    |  Bin 0 -> 1087 bytes
 img/clothes/upper/sailor/0.png                |  Bin 1131 -> 1139 bytes
 img/clothes/upper/sailor/1.png                |  Bin 1131 -> 1139 bytes
 img/clothes/upper/sailor/2.png                |  Bin 1145 -> 1159 bytes
 img/clothes/upper/sailor/3.png                |  Bin 1209 -> 1218 bytes
 img/clothes/upper/sailor/4.png                |  Bin 1232 -> 1247 bytes
 img/clothes/upper/sailor/5.png                |  Bin 1232 -> 1247 bytes
 img/clothes/upper/sailor/frayed.png           |  Bin 1340 -> 1346 bytes
 img/clothes/upper/sailor/full.png             |  Bin 1329 -> 1338 bytes
 img/clothes/upper/sailor/tattered.png         |  Bin 1264 -> 1269 bytes
 img/clothes/upper/sailor/torn.png             |  Bin 1370 -> 1377 bytes
 img/clothes/upper/sailorshort/0.png           |  Bin 1131 -> 1139 bytes
 img/clothes/upper/sailorshort/1.png           |  Bin 1131 -> 1139 bytes
 img/clothes/upper/sailorshort/2.png           |  Bin 1175 -> 1189 bytes
 img/clothes/upper/sailorshort/3.png           |  Bin 1228 -> 1239 bytes
 img/clothes/upper/sailorshort/4.png           |  Bin 1237 -> 1248 bytes
 img/clothes/upper/sailorshort/5.png           |  Bin 1237 -> 1248 bytes
 img/clothes/upper/sailorshort/frayed.png      |  Bin 1256 -> 1263 bytes
 img/clothes/upper/sailorshort/full.png        |  Bin 1247 -> 1255 bytes
 img/clothes/upper/sailorshort/tattered.png    |  Bin 1249 -> 1248 bytes
 img/clothes/upper/sailorshort/torn.png        |  Bin 1252 -> 1258 bytes
 img/clothes/upper/scout/acc.png               |  Bin 0 -> 1216 bytes
 img/clothes/upper/scout/frayed.png            |  Bin 0 -> 1376 bytes
 img/clothes/upper/scout/full.png              |  Bin 0 -> 1367 bytes
 img/clothes/upper/scout/left.png              |  Bin 0 -> 1100 bytes
 img/clothes/upper/scout/left_cover.png        |  Bin 0 -> 1077 bytes
 img/clothes/upper/scout/right.png             |  Bin 0 -> 1126 bytes
 img/clothes/upper/scout/right_cover.png       |  Bin 0 -> 1107 bytes
 img/clothes/upper/scout/tattered.png          |  Bin 0 -> 1364 bytes
 img/clothes/upper/scout/torn.png              |  Bin 0 -> 1391 bytes
 img/clothes/upper/soccer/acc.png              |  Bin 0 -> 1055 bytes
 img/clothes/upper/soccer/frayed.png           |  Bin 0 -> 1265 bytes
 img/clothes/upper/soccer/full.png             |  Bin 0 -> 1259 bytes
 img/clothes/upper/soccer/left.png             |  Bin 0 -> 3261 bytes
 img/clothes/upper/soccer/left_cover.png       |  Bin 0 -> 988 bytes
 img/clothes/upper/soccer/right.png            |  Bin 0 -> 1093 bytes
 img/clothes/upper/soccer/right_cover.png      |  Bin 0 -> 1081 bytes
 img/clothes/upper/soccer/tattered.png         |  Bin 0 -> 1256 bytes
 img/clothes/upper/soccer/torn.png             |  Bin 0 -> 1273 bytes
 img/misc/icon/clothes/Arm warmers.png         |  Bin 0 -> 2008 bytes
 img/misc/icon/clothes/Diving suit.png         |  Bin 0 -> 1929 bytes
 img/misc/icon/clothes/Fingerless gloves.png   |  Bin 0 -> 2227 bytes
 img/misc/icon/clothes/Flippers.png            |  Bin 0 -> 2177 bytes
 img/misc/icon/clothes/Heeled boots.png        |  Bin 0 -> 1934 bytes
 img/misc/icon/clothes/Lace arm warmers.png    |  Bin 0 -> 2198 bytes
 img/misc/icon/clothes/Micro pleated skirt.png |  Bin 0 -> 1902 bytes
 img/misc/icon/clothes/Mittens.png             |  Bin 0 -> 2144 bytes
 img/misc/icon/clothes/Platform heels.png      |  Bin 0 -> 2071 bytes
 img/misc/icon/clothes/Swimming goggles.png    |  Bin 0 -> 2023 bytes
 img/misc/icon/clothes/Tie-front top.png       |  Bin 0 -> 2063 bytes
 159 files changed, 5752 insertions(+), 296 deletions(-)
 create mode 100644 game/overworld-plains/loc-moor/abduction.twee
 create mode 100644 game/overworld-plains/loc-moor/events.twee
 create mode 100644 game/overworld-plains/loc-moor/widgets.twee
 create mode 100644 img/clothes/feet/long/full.png
 create mode 100644 img/clothes/lower/scout/acc.png
 create mode 100644 img/clothes/lower/scout/frayed.png
 create mode 100644 img/clothes/lower/scout/full.png
 create mode 100644 img/clothes/lower/scout/tattered.png
 create mode 100644 img/clothes/lower/scout/torn.png
 create mode 100644 img/clothes/lower/soccer/frayed.png
 create mode 100644 img/clothes/lower/soccer/full.png
 create mode 100644 img/clothes/lower/soccer/tattered.png
 create mode 100644 img/clothes/lower/soccer/torn.png
 create mode 100644 img/clothes/under_lower/jockstrap/acc.png
 create mode 100644 img/clothes/under_lower/jockstrap/frayed.png
 create mode 100644 img/clothes/under_lower/jockstrap/full.png
 create mode 100644 img/clothes/under_lower/jockstrap/tattered.png
 create mode 100644 img/clothes/under_lower/jockstrap/torn.png
 create mode 100644 img/clothes/upper/scout/acc.png
 create mode 100644 img/clothes/upper/scout/frayed.png
 create mode 100644 img/clothes/upper/scout/full.png
 create mode 100644 img/clothes/upper/scout/left.png
 create mode 100644 img/clothes/upper/scout/left_cover.png
 create mode 100644 img/clothes/upper/scout/right.png
 create mode 100644 img/clothes/upper/scout/right_cover.png
 create mode 100644 img/clothes/upper/scout/tattered.png
 create mode 100644 img/clothes/upper/scout/torn.png
 create mode 100644 img/clothes/upper/soccer/acc.png
 create mode 100644 img/clothes/upper/soccer/frayed.png
 create mode 100644 img/clothes/upper/soccer/full.png
 create mode 100644 img/clothes/upper/soccer/left.png
 create mode 100644 img/clothes/upper/soccer/left_cover.png
 create mode 100644 img/clothes/upper/soccer/right.png
 create mode 100644 img/clothes/upper/soccer/right_cover.png
 create mode 100644 img/clothes/upper/soccer/tattered.png
 create mode 100644 img/clothes/upper/soccer/torn.png
 create mode 100644 img/misc/icon/clothes/Arm warmers.png
 create mode 100644 img/misc/icon/clothes/Diving suit.png
 create mode 100644 img/misc/icon/clothes/Fingerless gloves.png
 create mode 100644 img/misc/icon/clothes/Flippers.png
 create mode 100644 img/misc/icon/clothes/Heeled boots.png
 create mode 100644 img/misc/icon/clothes/Lace arm warmers.png
 create mode 100644 img/misc/icon/clothes/Micro pleated skirt.png
 create mode 100644 img/misc/icon/clothes/Mittens.png
 create mode 100644 img/misc/icon/clothes/Platform heels.png
 create mode 100644 img/misc/icon/clothes/Swimming goggles.png
 create mode 100644 img/misc/icon/clothes/Tie-front top.png

diff --git a/devTools/androidsdk/image/cordova/config.xml b/devTools/androidsdk/image/cordova/config.xml
index 4cbb0b287d..2a235dd522 100644
--- a/devTools/androidsdk/image/cordova/config.xml
+++ b/devTools/androidsdk/image/cordova/config.xml
@@ -1,7 +1,7 @@
 <?xml version='1.0' encoding='utf-8'?>
 <widget 
     id="dol" 
-    version="0.2.21.8" 
+    version="0.2.22.0" 
     xmlns="http://www.w3.org/ns/widgets" 
     xmlns:cdv="http://cordova.apache.org/ns/1.0"
     android-packageName="com.vrelnir.DegreesOfLewdity"
diff --git a/devTools/androidsdk/image/cordova/package.json b/devTools/androidsdk/image/cordova/package.json
index 91c59f2742..fd8d44c46a 100644
--- a/devTools/androidsdk/image/cordova/package.json
+++ b/devTools/androidsdk/image/cordova/package.json
@@ -1,6 +1,6 @@
 {
   "name": "degrees-of-lewdity-android-app",
-  "version": "0.2.21.8",
+  "version": "0.2.22.0",
   "description": "This sub-project exists to build DoL as an Android app",
   "main": "Degrees of Lewdity.html",
   "scripts": {
diff --git a/game/01-config/start.twee b/game/01-config/start.twee
index 2d8b0f65f4..3f5efeb08d 100644
--- a/game/01-config/start.twee
+++ b/game/01-config/start.twee
@@ -14,15 +14,17 @@ This work of fiction contains content of a sexual nature and is inappropriate fo
 
 Save files are stored in your browser's cache. Save to file or text in the "Export/Import" tab in "Saves/Options" to avoid losing them.
 <br><br>
-You may edit the below settings now or during gameplay in select places, though some tabs are only available here.
-<br>
-Tabs that are inaccessible during gameplay are marked with <span class='red'>*</span>.
-<br><br>
 
+/*
 <<if $images is 1>>
 	If the image in the "Feat Boosts" tab is broken, please ensure that you have properly extracted the zip file. If you have, you may want to overwrite the "img" folder with one from a fresh download of the game.
 	<br><br>
 <</if>>
+*/
+
+
+<span class="red">The Quick Start, Character, and Feat Boosts tabs can only be accessed at the start of the game.</span> Other settings can be changed in your room.
+<br><br>
 
 <<set $settingsExitPassage to "Start2">>
 <<initsettings>>
@@ -31,6 +33,7 @@ Tabs that are inaccessible during gameplay are marked with <span class='red'>*</
 :: Start2 [nobr]
 
 <<variablesStart2>>
+<<variablesVersionUpdate>>
 <<effects>>
 
 Welcome to the alpha of Degrees of Lewdity!
diff --git a/game/01-config/sugarcubeConfig.js b/game/01-config/sugarcubeConfig.js
index ea4138ee3e..1b35a7a40d 100644
--- a/game/01-config/sugarcubeConfig.js
+++ b/game/01-config/sugarcubeConfig.js
@@ -21,7 +21,7 @@ window.StartConfig = {
 	"debug": false,
 	"enableImages": true,
 	"enableLinkNumberify": true,
-	"version": "0.2.21.5",
+	"version": "0.2.22.0",
 }
 
 config.saves.autosave = "autosave";
diff --git a/game/03-JavaScript/ingame.js b/game/03-JavaScript/ingame.js
index bffe92c4bc..49ab53c9af 100644
--- a/game/03-JavaScript/ingame.js
+++ b/game/03-JavaScript/ingame.js
@@ -72,7 +72,7 @@ window.combatListColor = function (name, value, type) {
 			case "rightunderpull": case "rightskirtpull": case "rightlowerpull": case "rightupperpull":
 			/*mouthaction*/
 			case "pullaway": case "pullawayvagina": case "finish": case "novaginal": case "nopenile": case "noanal": case "scream":
-			case "mock": case "breastclosed": case "breastpull": case "pullawaykiss":
+			case "mock": case "breastclosed": case "breastpull": case "pullawaykiss": case "noupper":
 			/*penisaction*/
 			case "othermouthescape": case "escape": case "otheranusescape":
 			/*vaginaaction*/
diff --git a/game/03-JavaScript/save.js b/game/03-JavaScript/save.js
index 26233d18b0..e4b2592d90 100644
--- a/game/03-JavaScript/save.js
+++ b/game/03-JavaScript/save.js
@@ -489,6 +489,9 @@ window.settingsObjects = function (type) {
 				watersportsdisable: { boolLetter: true },
 				spiderdisable: { boolLetter: true },
 				bodywritingdisable: { boolLetter: true },
+				parasitedisable: { boolLetter: true},
+				slugdisable: { boolLetter: true},
+				waspdisable: {boolLetter: true},
 				asphyxiaLvl: { min: 0, max: 3, decimals: 0 },
 				breastsizemax: { min: 0, max: 13, decimals: 0 },
 				bottomsizemax: { min: 0, max: 9, decimals: 0 },
diff --git a/game/04-Variables/presets.twee b/game/04-Variables/presets.twee
index cff7a1dde2..703d9d314e 100644
--- a/game/04-Variables/presets.twee
+++ b/game/04-Variables/presets.twee
@@ -5,7 +5,7 @@
 	<<set _preset to "">>
 	<<switch $args[0]>>
 		<<case "vrelDefault">>
-			<<set _preset to '{"general":{"map":{"movement":true,"top":false,"markers":false},"skinColor":{"tanImgEnabled":"f","tanningEnabled":false},"malechance":50,"dgchance":0,"cbchance":0,"malevictimchance":50,"homochance":4,"breast_mod":0,"penis_mod":0,"whitechance":90,"blackchance":10,"straponchance":0,"alluremod":1,"beastmalechance":50,"monsterchance":20,"monsterhallucinations":"t","blackwolfmonster":0,"bestialitydisable":"f","swarmdisable":"f","slimedisable":"f","voredisable":"f","tentacledisable":"f","analdisable":"f","transformdisable":"f","hirsutedisable":"t","breastfeedingdisable":"f","analpregdisable":"f","watersportsdisable":"f","spiderdisable":"f","bodywritingdisable":"f","breastsizemax":12,"bottomsizemax":8,"penissizemax":4,"penissizemin":-1,"images":1,"sidebarAnimations":true,"combatAnimations":true,"silhouettedisable":"f","numberify_enabled":1,"timestyle":"military","tipdisable":"f","debugdisable":"t","cheatdisable":"t","showCaptionText":true,"confirmSave":false,"confirmLoad":false,"confirmDelete":true,"newWardrobeStyle":false,"imgLighten":"","sidebarStats":"Disabled","sidebarTime":"Disabled","combatControls":"radio","reducedLineHeight":false},"npc":{"Avery":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Bailey":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Briar":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Charlie":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Darryl":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Doren":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Eden":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Gwylan":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Harper":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Jordan":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Kylar":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Landry":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Leighton":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Mason":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Morgan":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"River":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Robin":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Sam":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Sirris":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Whitney":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Winter":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Black Wolf":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Niki":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Quinn":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Remy":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Alex":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0}},"starting":{"player":{"gender":"f","gender_body":"a","ballsExist":false,"freckles":false},"skinColor":{"natural":"light","range":0},"bodysize":2,"penissize":1,"breastsize":0,"bottomsize":0,"breastsensitivity":1,"genitalsensitivity":1,"eyeselect":"purple","hairselect":"red","hairlength":200,"awareselect":"innocent","background":"waif","gamemode":"normal","asphyxiaLvl":3,"blinkingdisable":"f","halfcloseddisable":"f"}}'>>
+			<<set _preset to '{"general":{"map":{"movement":true,"top":false,"markers":false},"skinColor":{"tanImgEnabled":"f","tanningEnabled":false},"malechance":50,"dgchance":0,"cbchance":0,"malevictimchance":50,"homochance":4,"breast_mod":0,"penis_mod":0,"whitechance":90,"blackchance":10,"straponchance":0,"alluremod":1,"beastmalechance":80,"monsterchance":50,"monsterhallucinations":"t","blackwolfmonster":0,"bestialitydisable":"f","swarmdisable":"f","slimedisable":"f","voredisable":"f","tentacledisable":"f","analdisable":"f","transformdisable":"f","hirsutedisable":"t","breastfeedingdisable":"f","analpregdisable":"f","watersportsdisable":"f","spiderdisable":"f","bodywritingdisable":"f", "parasitedisable":"f", "slugdisable":"f", "waspdisable":"f","breastsizemax":12,"bottomsizemax":8,"penissizemax":4,"penissizemin":-1,"images":1,"sidebarAnimations":true,"combatAnimations":true,"silhouettedisable":"f","numberify_enabled":1,"timestyle":"military","tipdisable":"f","debugdisable":"t","cheatdisable":"t","showCaptionText":true,"confirmSave":false,"confirmLoad":false,"confirmDelete":true,"newWardrobeStyle":false,"imgLighten":"","sidebarStats":"Disabled","sidebarTime":"Disabled","combatControls":"radio","reducedLineHeight":false},"npc":{"Avery":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Bailey":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Briar":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Charlie":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Darryl":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Doren":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Eden":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Gwylan":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Harper":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Jordan":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Kylar":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Landry":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Leighton":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Mason":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Morgan":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"River":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Robin":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Sam":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Sirris":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Whitney":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Winter":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Black Wolf":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Niki":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Quinn":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Remy":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0},"Alex":{"pronoun":"none","gender":"none","penissize":0,"breastsize":0}},"starting":{"player":{"gender":"f","gender_body":"a","ballsExist":false,"freckles":false},"skinColor":{"natural":"light","range":0},"bodysize":2,"penissize":1,"breastsize":0,"bottomsize":0,"breastsensitivity":1,"genitalsensitivity":1,"eyeselect":"purple","hairselect":"red","hairlength":200,"awareselect":"innocent","background":"waif","gamemode":"normal","asphyxiaLvl":3,"blinkingdisable":"f","halfcloseddisable":"f"}}'>>
 		<<case "lollipopScythe">>
 			<<set _preset to '{"general":{"map":{"movement":true,"top":true,"markers":true},"skinColor":{"tanImgEnabled":"t","tanningEnabled":true},"malechance":75,"dgchance":25,"cbchance":0,"malevictimchance":90,"homochance":75,"breast_mod":0,"penis_mod":2,"whitechance":90,"blackchance":10,"straponchance":25,"alluremod":1,"beastmalechance":100,"monsterchance":0,"monsterhallucinations":"t","blackwolfmonster":0,"bestialitydisable":"f","swarmdisable":"f","slimedisable":"f","voredisable":"f","tentacledisable":"f","analdisable":"f","transformdisable":"f","hirsutedisable":"t","breastfeedingdisable":"f","analpregdisable":"f","watersportsdisable":"f","spiderdisable":"f","bodywritingdisable":"f","breastsizemax":12,"bottomsizemax":8,"penissizemax":4,"penissizemin":-1,"images":1,"sidebarAnimations":true,"combatAnimations":true,"silhouettedisable":"f","numberify_enabled":1,"timestyle":"military","tipdisable":"t","debugdisable":"f","cheatdisable":"t","showCaptionText":true,"confirmSave":false,"confirmLoad":false,"confirmDelete":true,"newWardrobeStyle":true,"imgLighten":"","sidebarStats":"Disabled","sidebarTime":"Disabled","combatControls":"radio","reducedLineHeight":true},"npc":{"Avery":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Bailey":{"pronoun":"m","gender":"m","penissize":1,"breastsize":0},"Briar":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Charlie":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Darryl":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Doren":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Eden":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Gwylan":{"pronoun":"f","gender":"f","penissize":0,"breastsize":5},"Harper":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Jordan":{"pronoun":"m","gender":"m","penissize":1,"breastsize":0},"Kylar":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Landry":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Leighton":{"pronoun":"m","gender":"m","penissize":1,"breastsize":0},"Mason":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Morgan":{"pronoun":"f","gender":"f","penissize":0,"breastsize":5},"River":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Robin":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Sam":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Sirris":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Whitney":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Winter":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Black Wolf":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Niki":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Quinn":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Remy":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Alex":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0}},"starting":{"player":{"gender":"h","gender_body":"f","ballsExist":true,"freckles":false},"skinColor":{"natural":"light","range":40},"bodysize":0,"penissize":0,"breastsize":4,"bottomsize":0,"breastsensitivity":5,"genitalsensitivity":5,"eyeselect":"pink","hairselect":"platinumblond","hairlength":400,"awareselect":"innocent","background":"beautiful","gamemode":"hard","asphyxiaLvl":3,"blinkingdisable":"f","halfcloseddisable":"f"}}'>>
 		<<case "purityGuy">>
@@ -50,6 +50,14 @@
 			<<set _preset to '{"general":{"monsterchance":0,"monsterhallucinations":"t","blackwolfmonster":0,"bestialitydisable":"f"}}'>>
 		<<case "monstersAll">>
 			<<set _preset to '{"general":{"monsterchance":100,"monsterhallucinations":"f","blackwolfmonster":2,"bestialitydisable":"f"}}'>>
+		<<case "kinkDefault">>
+			<<set _preset to '{"general":{"bestialitydisable":"f","swarmdisable":"f","swarmdisable":"f","slimedisable":"f","voredisable":"f","tentacledisable":"f","analdisable":"f","transformdisable":"f","hirsutedisable":"t","breastfeedingdisable":"f","analpregdisable":"f","watersportsdisable":"f","spiderdisable":"f","bodywritingdisable":"f", "parasitedisable":"f", "slugdisable":"f", "waspdisable":"f"}}'>>
+		<<case "kinkVanilla">>
+			<<set _preset to '{"general":{"bestialitydisable":"t","swarmdisable":"t","swarmdisable":"t","slimedisable":"t","voredisable":"t","tentacledisable":"t","analdisable":"f","transformdisable":"f","hirsutedisable":"t","breastfeedingdisable":"t","analpregdisable":"t","watersportsdisable":"t","spiderdisable":"t","bodywritingdisable":"f", "parasitedisable":"t", "slugdisable":"t", "waspdisable":"t"}}'>>
+		<<case "kinkNoBeasts">>
+			<<set _preset to '{"general":{"bestialitydisable":"t","swarmdisable":"t","swarmdisable":"t","slimedisable":"f","voredisable":"t","tentacledisable":"f","analdisable":"f","transformdisable":"f","hirsutedisable":"t","breastfeedingdisable":"f","analpregdisable":"t","watersportsdisable":"f","spiderdisable":"t","bodywritingdisable":"f", "parasitedisable":"t", "slugdisable":"t", "waspdisable":"t"}}'>>
+		<<case "kinkEverything">>
+			<<set _preset to '{"general":{"bestialitydisable":"f","swarmdisable":"f","swarmdisable":"f","slimedisable":"f","voredisable":"f","tentacledisable":"f","analdisable":"f","transformdisable":"f","hirsutedisable":"f","breastfeedingdisable":"f","analpregdisable":"f","watersportsdisable":"f","spiderdisable":"f","bodywritingdisable":"f", "parasitedisable":"f", "slugdisable":"f", "waspdisable":"f"}}'>>
 		<<case "gameNormal">>
 			<<set _preset to '{"general":{"alluremod":1,"cheatdisable":"t"},"starting":{"gamemode":"normal"}}'>>
 		<<case "gameSoft">>
diff --git a/game/04-Variables/variables-start.twee b/game/04-Variables/variables-start.twee
index 9988ead92d..df8d6bb911 100644
--- a/game/04-Variables/variables-start.twee
+++ b/game/04-Variables/variables-start.twee
@@ -96,9 +96,9 @@
 <<set $malechance to 50>>
 <<set $malevictimchance to 50>>
 <<set $homochance to 4>>
-<<set $beastmalechance to 50>>
+<<set $beastmalechance to 80>>
 <<set $monsterhallucinations to "t">>
-<<set $monsterchance to 20>>
+<<set $monsterchance to 50>>
 <<set $deviancy to 0>>
 <<set $baileydefeated to 0>>
 <<set $baileydefeatedlewd to 0>>
diff --git a/game/04-Variables/variables-versionUpdate.twee b/game/04-Variables/variables-versionUpdate.twee
index 90f9f4e973..92401bab3c 100644
--- a/game/04-Variables/variables-versionUpdate.twee
+++ b/game/04-Variables/variables-versionUpdate.twee
@@ -546,7 +546,7 @@
 <</if>>
 
 <<if $beastmalechance is undefined>>
-	<<set $beastmalechance to 50>>
+	<<set $beastmalechance to 80>>
 <</if>>
 
 <<if StartConfig.enableImages is false>>
@@ -685,7 +685,7 @@
 
 <<if $monsterhallucinations is undefined>>
 	<<set $monsterhallucinations to "t">>
-	<<set $monsterchance to 20>>
+	<<set $monsterchance to 50>>
 <</if>>
 
 <<if $policemolestation is undefined>>
@@ -1575,8 +1575,20 @@
 	<<if $museumAntiques.antiques.antiqueleathermap is undefined>>
 		<<set $museumAntiques.antiques.antiqueleathermap to "notFound">>
 	<</if>>
+	<<if $museumAntiques.antiques.antiquebell is undefined>>
+		<<set $museumAntiques.antiques.antiquebell to "notFound">>
+	<</if>>
+	<<if $museumAntiques.antiques.antiquebullet is undefined>>
+		<<set $museumAntiques.antiques.antiquebullet to "notFound">>
+	<</if>>
+	<<if $museumAntiques.antiques.antiqueshell is undefined>>
+		<<set $museumAntiques.antiques.antiqueshell to "notFound">>
+	<</if>>
+	<<if $museumAntiques.antiques.antiquegoldring is undefined>>
+		<<set $museumAntiques.antiques.antiquegoldring to "notFound">>
+	<</if>>
 	<<updateMuseumAntiques>>
-	<<set $objectVersion.museumAntiques to 5>>
+	<<set $objectVersion.museumAntiques to 6>>
 <</if>>
 
 <<if $objectVersion.specialClothesEffectsSetup lt 1 or $objectVersion.specialClothesEffectsSetup is undefined>>
@@ -1980,5 +1992,9 @@
 	<<set $enemyArousalLossReduction to 1>>
 <</if>>
 
+<<if $pubtask is 1>>
+	<<set $pubtask to "forest">>
+<</if>>
+
 <</nobr>><</widget>>
 
diff --git a/game/base-clothing/clothing-face.twee b/game/base-clothing/clothing-face.twee
index 20478cdae9..bd75734445 100644
--- a/game/base-clothing/clothing-face.twee
+++ b/game/base-clothing/clothing-face.twee
@@ -559,7 +559,7 @@
 	accessory_colour_options: [],
 	cursed: 0,
 	location: 0,
-	iconFile: "",
+	iconFile: "Swimming goggles",
 	accIcon: 0
 }
 
diff --git a/game/base-clothing/clothing-feet.twee b/game/base-clothing/clothing-feet.twee
index 10700b130f..f907c956ab 100644
--- a/game/base-clothing/clothing-feet.twee
+++ b/game/base-clothing/clothing-feet.twee
@@ -285,7 +285,7 @@
 	accessory_colour_options: [],
 	cursed: 0,
 	location: 0,
-	iconFile: 0,
+	iconFile: "Platform heels.png",
 	accIcon: 0
 },
 
@@ -402,7 +402,7 @@
 	accessory_colour_options: [],
 	cursed: 0,
 	location: 0,
-	iconFile: 0,
+	iconFile: "Heeled boots.png",
 	accIcon: 0
 },
 
@@ -664,11 +664,11 @@
 	accessory_colour_options: [],
 	cursed: 0,
 	location: 0,
-	iconFile: "",
+	iconFile: "Flippers.png",
 	accIcon: 0
 },
 
-	{index: 22,
+	{index: 23,
 	name: "ice skates",
 	name_cap: "Ice skates",
 	variable: "iceskates",
@@ -695,7 +695,37 @@
 	location: 0,
 	iconFile: "Ice skates.png",
 	accIcon: 0
+},
+
+	{index: 24,
+	name: "long boots",
+	name_cap: "Long boots",
+	variable: "long",
+	integrity: 200,
+	integrity_max: 200,
+	fabric_strength: 60,
+	reveal: 1,
+	word: "n",
+	plural: 1,
+	colour: 0,
+	colour_options: ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow", "custom"],
+	colour_sidebar: 1,
+	type: ["normal"],
+	gender: "n",
+	femininity: 0,
+	warmth: 40,
+	cost: 4500,
+	description: "Covers your knees.",
+	shop: ["clothing"],
+	accessory: 0,
+	accessory_colour: 0,
+	accessory_colour_options: [],
+	cursed: 0,
+	location: 0,
+	iconFile: "",
+	accIcon: 0
 }
 
+
 ]>>
 <</nobr>><</widget>>
diff --git a/game/base-clothing/clothing-hands.twee b/game/base-clothing/clothing-hands.twee
index bed57a8bcf..795f02c597 100644
--- a/game/base-clothing/clothing-hands.twee
+++ b/game/base-clothing/clothing-hands.twee
@@ -55,7 +55,7 @@
 	back_img: 0,
 	cursed: 0,
 	location: 0,
-	iconFile: 0,
+	iconFile: "Fingerless gloves.png",
 	accIcon: 0,
 	mainImage:0,
 	leftImage:1,
@@ -86,7 +86,7 @@
 	back_img: 0,
 	cursed: 0,
 	location: 0,
-	iconFile: 0,
+	iconFile: "Mittens.png",
 	accIcon: 0,
 	mainImage:0,
 	leftImage:1,
@@ -118,7 +118,7 @@
 	back_img: 0,
 	cursed: 0,
 	location: 0,
-	iconFile: 0,
+	iconFile: "Arm warmers.png",
 	accIcon: 0,
 	mainImage:0,
 	leftImage:1,
@@ -149,7 +149,7 @@
 	back_img: 0,
 	cursed: 0,
 	location: 0,
-	iconFile: 0,
+	iconFile: "Lace arm warmers.png",
 	accIcon: 0,
 	mainImage:0,
 	leftImage:1,
diff --git a/game/base-clothing/clothing-lower.twee b/game/base-clothing/clothing-lower.twee
index f070869e66..4cd31cc213 100644
--- a/game/base-clothing/clothing-lower.twee
+++ b/game/base-clothing/clothing-lower.twee
@@ -1934,7 +1934,7 @@
 	back_img: 0,
 	cursed: 0,
 	location: 0,
-	iconFile: 0,
+	iconFile: "Micro pleated skirt.png",
 	accIcon: 0
 },
 
@@ -2716,6 +2716,93 @@
 	iconFile: 0,
 	accIcon: 0,
 	outfitSecondary: ["upper","classic gothic gown"]
+},
+
+	{index: 63,
+	name: "scout shorts",
+	name_cap: "Scout shorts",
+	variable: "scout",
+	integrity: 160,
+	integrity_max: 160,
+	fabric_strength: 30,
+	reveal: 300,
+	word: "n",
+	one_piece: 0,
+	skirt: 0,
+	skirt_down: 0,
+	state: "waist",
+	state_base: "waist",
+	plural: 1,
+	colour: 0,
+	colour_options: ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow", "custom"],
+	colour_sidebar: 1,
+	exposed: 0,
+	exposed_base: 0,
+	vagina_exposed: 0,
+	vagina_exposed_base: 0,
+	anus_exposed: 0,
+	anus_exposed_base: 0,
+	type: ["athletic"],
+	set: "lower",
+	gender: "m",
+	femininity: -200,
+	warmth: 25,
+	cost: 4000,
+	description: "Sturdy, with lots of pockets.",
+	shop: ["clothing"],
+	accessory: 1,
+	accessory_colour: 0,
+	accessory_colour_options: ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow", "custom"],
+	accessory_colour_sidebar: 1,
+	high_img: 0,
+	back_img: 0,
+	cursed: 0,
+	location: 0,
+	iconFile: 0,
+	accIcon: 0
+},
+
+	{index: 64,
+	name: "soccer shorts",
+	name_cap: "Soccer shorts",
+	variable: "soccer",
+	integrity: 120,
+	integrity_max: 120,
+	fabric_strength: 20,
+	reveal: 500,
+	word: "n",
+	one_piece: 0,
+	skirt: 0,
+	skirt_down: 0,
+	state: "waist",
+	state_base: "waist",
+	plural: 1,
+	colour: 0,
+	colour_options: ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow", "custom"],
+	colour_sidebar: 1,
+	exposed: 0,
+	exposed_base: 0,
+	vagina_exposed: 0,
+	vagina_exposed_base: 0,
+	anus_exposed: 0,
+	anus_exposed_base: 0,
+	type: ["athletic"],
+	set: "lower",
+	gender: "m",
+	femininity: -200,
+	warmth: 10,
+	cost: 5000,
+	description: "Light and cool.",
+	shop: ["clothing"],
+	accessory: 0,
+	accessory_colour: 0,
+	accessory_colour_options: [],
+	high_img: 0,
+	back_img: 0,
+	cursed: 0,
+	location: 0,
+	iconFile: 0,
+	accIcon: 0
 }
 
 
diff --git a/game/base-clothing/clothing-under-upper.twee b/game/base-clothing/clothing-under-upper.twee
index 72057f5887..e63e2abdad 100644
--- a/game/base-clothing/clothing-under-upper.twee
+++ b/game/base-clothing/clothing-under-upper.twee
@@ -752,7 +752,7 @@
 	integrity: 80,
 	integrity_max: 80,
 	fabric_strength: 15,
-	reveal: 100,
+	reveal: 1000,
 	word: "n",
 	one_piece: 0,
 	strap: 0,
@@ -767,7 +767,7 @@
 	colour_sidebar: 1,
 	exposed: 1,
 	exposed_base: 1,
-	type: ["normal"],
+	type: ["naked"],
 	gender: "n",
 	femininity: 0,
 	warmth: 20,
diff --git a/game/base-clothing/clothing-under.twee b/game/base-clothing/clothing-under.twee
index 9ff9f62e77..b17a0c8a75 100644
--- a/game/base-clothing/clothing-under.twee
+++ b/game/base-clothing/clothing-under.twee
@@ -192,7 +192,7 @@
 	vagina_exposed_base: 0,
 	anus_exposed: 0,
 	anus_exposed_base: 0,
-	immune_to_the_side: 1,
+	no_aside: 1,
 	type: ["normal"],
 	anal_shield: 0,
 	set: "under_lower",
@@ -321,7 +321,7 @@
 	vagina_exposed_base: 0,
 	anus_exposed: 0,
 	anus_exposed_base: 0,
-	immune_to_the_side: 1,
+	no_aside: 1,
 	type: ["swim", "school", "tanLines"],
 	anal_shield: 0,
 	set: "under_lower",
@@ -364,7 +364,7 @@
 	vagina_exposed_base: 0,
 	anus_exposed: 0,
 	anus_exposed_base: 0,
-	immune_to_the_side: 1,
+	no_aside: 1,
 	type: ["dance", "athletic"],
 	anal_shield: 0,
 	set: "leotard",
@@ -407,7 +407,7 @@
 	vagina_exposed_base: 0,
 	anus_exposed: 0,
 	anus_exposed_base: 0,
-	immune_to_the_side: 1,
+	no_aside: 1,
 	type: ["dance", "athletic"],
 	anal_shield: 0,
 	set: "long leotard",
@@ -621,7 +621,7 @@
 	vagina_exposed_base: 0,
 	anus_exposed: 0,
 	anus_exposed_base: 0,
-	immune_to_the_side: 1,
+	no_aside: 1,
 	type: ["normal"],
 	anal_shield: 0,
 	set: "under_lower",
@@ -916,7 +916,7 @@
 	vagina_exposed_base: 1,
 	anus_exposed: 1,
 	anus_exposed_base: 1,
-	immune_to_the_side: 1,
+	no_aside: 1,
 	type: ["normal"],
 	anal_shield: 0,
 	set: "under_lower",
@@ -1126,7 +1126,7 @@
 	vagina_exposed_base: 0,
 	anus_exposed: 0,
 	anus_exposed_base: 0,
-	immune_to_the_side: 1,
+	no_aside: 1,
 	type: ["normal"],
 	anal_shield: 0,
 	set: "under_lower",
@@ -1188,6 +1188,49 @@
 	iconFile: 0,
 	accIcon: 0,
 	outfitSecondary: ["under_upper","classic school swimsuit"]
+},
+	
+	{index: 28,
+	name: "jockstrap",
+	name_cap: "Jockstrap",
+	variable: "jockstrap",
+	integrity: 40,
+	integrity_max: 40,
+	fabric_strength: 20,
+	reveal: 700,
+	word: "a",
+	one_piece: 0,
+	state: "waist",
+	state_base: "waist",
+	plural: 0,
+	colour: 0,
+	colour_options: ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow", "custom"],
+	colour_sidebar: 1,
+	exposed: 0,
+	exposed_base: 0,
+	vagina_exposed: 0,
+	vagina_exposed_base: 0,
+	anus_exposed: 0,
+	anus_exposed_base: 0,
+	type: ["normal"],
+	anal_shield: 0,
+	set: "under_lower",
+	warmth: 10,
+	gender: "m",
+	femininity: -200,
+	cost: 0,
+	description: "Not too tight.",
+	shop: ["clothing"],
+	accessory: 1,
+	accessory_colour: 0,
+	accessory_colour_options: ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow", "custom"],
+	accessory_colour_sidebar: 1,
+	penis_img: 0,
+	high_img: 0,
+	cursed: 0,
+	location: 0,
+	iconFile: 0,
+	accIcon: 0
 }
 
 ]>>
diff --git a/game/base-clothing/clothing-upper.twee b/game/base-clothing/clothing-upper.twee
index 4dd05b1417..96df1dec21 100644
--- a/game/base-clothing/clothing-upper.twee
+++ b/game/base-clothing/clothing-upper.twee
@@ -2010,7 +2010,7 @@ plural - widget will output "are" if 1, and "is" if 0. eg - Your hat <<upperplur
 	breast_img: 1,
 	cursed: 0,
 	location: 0,
-	iconFile: 0,
+	iconFile: "Tie-front top.png",
 	accIcon: 0,
 	mainImage:0
 },
@@ -2758,7 +2758,7 @@ plural - widget will output "are" if 1, and "is" if 0. eg - Your hat <<upperplur
 	breast_img: 1,
 	cursed: 0,
 	location: 0,
-	iconFile: 0,
+	iconFile: "Diving suit.png",
  	accIcon: 0,
 	outfitPrimary:{lower:"diving suit bottom"}
 },
@@ -2845,6 +2845,90 @@ plural - widget will output "are" if 1, and "is" if 0. eg - Your hat <<upperplur
 	iconFile: "Classic gothic gown.png",
  	accIcon: 0,
 	outfitPrimary:{lower:"classic gothic skirt"}
+},
+
+	{index: 69,
+	name: "scout shirt",
+	name_cap: "Scout shirt",
+	variable: "scout",
+	integrity: 160,
+	integrity_max: 160,
+	fabric_strength: 30,
+	reveal: 400,
+	word: "a",
+	one_piece: 0,
+	strap: 0,
+	open: 0,
+	state: "waist",
+	state_base: "waist",
+	state_top: "chest",
+	state_top_base: "chest",
+	plural: 0,
+	colour: 0,
+	colour_options: ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow", "custom"],
+	colour_sidebar: 1,
+	exposed: 0,
+	exposed_base: 0,
+	type: ["normal"],
+	set: "upper",
+	gender: "m",
+	femininity: -200,
+	warmth: 35,
+	cost: 4500,
+	description: "Sturdy, with lots of pockets.",
+	shop: ["clothing"],
+	accessory: 0,
+	accessory_colour: 0,
+	accessory_colour_options: ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow", "custom"],
+	accessory_colour_sidebar: 1,
+	sleeve_img: 1,
+	breast_img: 0,
+	cursed: 0,
+	location: 0,
+	iconFile: "",
+ 	accIcon: 0,
+},
+
+	{index: 70,
+	name: "soccer shirt",
+	name_cap: "Soccer shirt",
+	variable: "soccer",
+	integrity: 120,
+	integrity_max: 120,
+	fabric_strength: 30,
+	reveal: 500,
+	word: "a",
+	one_piece: 0,
+	strap: 0,
+	open: 0,
+	state: "waist",
+	state_base: "waist",
+	state_top: "chest",
+	state_top_base: "chest",
+	plural: 0,
+	colour: 0,
+	colour_options: ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow", "custom"],
+	colour_sidebar: 1,
+	exposed: 0,
+	exposed_base: 0,
+	type: ["athletic"],
+	set: "upper",
+	gender: "m",
+	femininity: -200,
+	warmth: 25,
+	cost: 6000,
+	description: "Sturdy, with lots of pockets.",
+	shop: ["clothing"],
+	accessory: 0,
+	accessory_colour: 0,
+	accessory_colour_options: ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow", "custom"],
+	accessory_colour_sidebar: 1,
+	sleeve_img: 1,
+	breast_img: 0,
+	cursed: 0,
+	location: 0,
+	iconFile: "",
+ 	accIcon: 0,
 }
 
 ]>>
diff --git a/game/base-combat/actions-speech.twee b/game/base-combat/actions-speech.twee
index e67134c26c..56a1ab8593 100644
--- a/game/base-combat/actions-speech.twee
+++ b/game/base-combat/actions-speech.twee
@@ -53,6 +53,11 @@
 			| <label><span class="def">Demand</span> <<radiobutton "$mouthaction" "demand">></label>
 		<</if>>
 	<</if>>
+	<<if $worn.upper.name isnot "naked" and $worn.upper.cursed isnot 1 or $worn.under_upper.name isnot "naked" and $worn.under_upper.cursed isnot 1>>
+		<<if $noupper isnot 1 and $noupperasked isnot 1>>
+			| <label><span class="brat">Ask them to leave your top on</span> <<radiobutton "$mouthaction" "noupper">><<if !$gloryhole and $gamemode isnot "soft">><<seductiondifficulty>><</if>></label>
+		<</if>>
+	<</if>>
 	<<if $asphyxiaLvl gte 1 and $consensual is 1 and $enemytype is "man" and ($choketrait or ($chokeorgasm gte 1 and $submissive gt 850) or ($awarelevel gte 2 and $submissive gte 1150))>>
 		<<if $mouthactiondefault is "askchoke">>
 			| <label><span class="sub">Ask <<him>> to choke you</span> <<radiobutton "$mouthaction" "askchoke" checked>></label>
@@ -89,16 +94,16 @@
 
 <<widget "speaknew">><<nobr>>
 <<if $underwater lte 0>>
+	<<if $enemyno gte 2>>
+		<<set _pron to "them">>
+	<<else>>
+		<<switch $pronoun>>
+			<<case "m">><<set _pron to "him">>
+			<<case "f">><<set _pron to "her">>
+			<<case "i">><<set _pron to "it">>
+		<</switch>>
+	<</if>>
 	<<if $consensual is 1>>
-		<<if $enemyno gte 2>>
-			<<set _pron to "them">>
-		<<else>>
-			<<switch $pronoun>>
-				<<case "m">><<set _pron to "him">>
-				<<case "f">><<set _pron to "her">>
-				<<case "i">><<set _pron to "it">>
-			<</switch>>
-		<</if>>
 		<<set _mouthaction["Tell "+_pron+" you want to stop"] to "finish">>
 		<<if $enemytype is "man">>
 			<<if $vaginaexist is 1 and $vaginalchastity is 0 and $novaginal is 0>>
@@ -112,6 +117,7 @@
 			<<if $analchastity is 0 and $noanal is 0>>
 				<<set _mouthaction["Tell "+_pron+" you don't want anything in your anus"] to "noanal">>
 			<</if>>
+			
 		<</if>>
 	<<else>>
 		<<set _mouthaction["Scream"] to "scream">>
@@ -123,6 +129,11 @@
 			<<set _mouthaction["Demand"] to "demand">>
 		<</if>>
 	<</if>>
+	<<if $worn.upper.name isnot "naked" and $worn.upper.cursed isnot 1 or $worn.under_upper.name isnot "naked" and $worn.under_upper.cursed isnot 1>>
+		<<if $noupper isnot 1 and $noupperasked isnot 1>>
+			<<set _mouthaction["Tell "+_pron+" to leave your top on"] to "noupper">>
+		<</if>>
+	<</if>>
 	<<if $submissive gte 1150>>
 		<<set _mouthaction["Moan"] to "moan">>
 	<</if>>
diff --git a/game/base-combat/actions-text.twee b/game/base-combat/actions-text.twee
index 5eb577e09c..d8b6d6c88c 100644
--- a/game/base-combat/actions-text.twee
+++ b/game/base-combat/actions-text.twee
@@ -2299,7 +2299,7 @@ You kiss the <<beasttype>> on the head.
 					<</if>>
 				<<elseif $exposed gte 2>>
 					<<if $rng lte 33>>
-						You <<voice "demand">>. "Unlike Avery, you haven't payed to see me naked. Fuck off."
+						You <<voice "demand">>. "Unlike Avery, you haven't paid to see me naked. Fuck off."
 					<<elseif $rng lte 66>>
 						You <<voice "demand">>. "At least Avery takes me to dinner first. Get your eyes off of me!"
 					<<else>>
@@ -3519,7 +3519,7 @@ _otheraction _youraction
 <<widget "actionstribcooperate">><<nobr>>
 <<if $enemyarousal gte ($enemyarousalmax / 5) * 4>>
 	<<if $arousal gte 8000>>
-		Driven by instinct, your <<vaginaltext>> push back as you approach your peak.
+		Driven by instinct, you <<vaginaltext>> push back as you approach your peak.
 	<<elseif $arousal gte 4000>>
 		You <<vaginaltext>> thrust into the wet pussy pressed against yours.
 	<<else>>
@@ -3527,7 +3527,7 @@ _otheraction _youraction
 	<</if>>
 <<elseif $enemyarousal gte ($enemyarousalmax / 5) * 2>>
 	<<if $arousal gte 8000>>
-		Driven by instinct, your <<vaginaltext>> push back as you approach your peak.
+		Driven by instinct, you <<vaginaltext>> push back as you approach your peak.
 	<<elseif $arousal gte 4000>>
 		You <<vaginaltext>> thrust into the moist pussy pressed against yours.
 	<<else>>
diff --git a/game/base-combat/actions.twee b/game/base-combat/actions.twee
index 786f018688..c0d3dd5fce 100644
--- a/game/base-combat/actions.twee
+++ b/game/base-combat/actions.twee
@@ -1053,7 +1053,7 @@ and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
 
 		<<if $penisstate is "othermouth">>
 			<br><br>
-			<<His>> mouth envelopes your <<penis>>.
+			<<His>> mouth envelops your <<penis>>.
 			<br>
 			<<if $penisactiondefault is "othermouthcooperate">>
 				| <label><span class="sub">Cooperate</span> <<radiobutton "$penisaction" "othermouthcooperate" checked>></label>
@@ -1102,7 +1102,7 @@ and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
 
 		<<if $penisstate is "penetrated">>
 			<br><br>
-			<<His>> vagina envelopes your <<penis>>.
+			<<His>> vagina envelops your <<penis>>.
 			<br>
 			<<if $penisactiondefault is "cooperate">>
 				| <label><span class="sub">Cooperate</span> <<radiobutton "$penisaction" "cooperate" checked>></label>
@@ -1156,7 +1156,7 @@ and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
 
 		<<if $penisstate is "otheranus">>
 			<br><br>
-			<<His>> ass envelopes your <<penis>>.
+			<<His>> ass envelops your <<penis>>.
 			<br>
 			<<if $penisactiondefault is "otheranuscooperate">>
 				| <label><span class="sub">Cooperate</span> <<radiobutton "$penisaction" "otheranuscooperate" checked>></label>
diff --git a/game/base-combat/actionsGeneration.twee b/game/base-combat/actionsGeneration.twee
index 2e0f3178a8..263681b213 100644
--- a/game/base-combat/actionsGeneration.twee
+++ b/game/base-combat/actionsGeneration.twee
@@ -638,6 +638,7 @@
 	<<case "novaginal">><<if !$gloryhole and $gamemode isnot "soft">><<seductiondifficulty>><</if>>
 	<<case "nopenile">><<if !$gloryhole and $gamemode isnot "soft">><<seductiondifficulty>><</if>>
 	<<case "noanal">><<if !$gloryhole and $gamemode isnot "soft">><<seductiondifficulty>><</if>>
+	<<case "noupper">><<if !$gloryhole and $gamemode isnot "soft">><<seductiondifficulty>><</if>>
 	<<case "mock">>
 		<<listbox "$mockaction">>
 			<<option "ethics" "ethics" `$mockaction is "ethics" ? "selected" : ""`>>
@@ -708,7 +709,7 @@
 			<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<His>> lips press against the tip of your <<penis>>.</span>
 		<<case "othermouth">>
 			<<set _penisOptions to "mouthPenetration">>
-			<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<His>> mouth envelopes your <<penis>>.</span>
+			<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<His>> mouth envelops your <<penis>>.</span>
 		<<case "entrance">>
 			<<set _penisOptions to "pussyEntrance">>
 			<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<His>> pussy hovers near your <<penis>>.</span>
@@ -717,7 +718,7 @@
 			<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<His>> pussy presses against your <<penis>>.</span>
 		<<case "penetrated">>
 			<<set _penisOptions to "pussyPenetration">>
-			<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<His>> vagina envelopes your <<penis>>.</span>
+			<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<His>> vagina envelops your <<penis>>.</span>
 		<<case "otheranusentrance">>
 			<<set _penisOptions to "anusEntrance">>
 			<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<His>> ass hovers near your <<penis>>.</span>
@@ -726,7 +727,7 @@
 			<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<His>> ass presses against your <<penis>>.</span>
 		<<case "otheranus">>
 			<<set _penisOptions to "anusPenetration">>
-			<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<His>> ass envelopes your <<penis>>.</span>
+			<span @class="($lastOptions.penis isnot _penisOptions or _penisGold is true ?'gold':'')"><<His>> ass envelops your <<penis>>.</span>
 		<<default>>
 			<<switch $penisuse>>
 				<<case "clit">>
diff --git a/game/base-combat/effects.twee b/game/base-combat/effects.twee
index 2a75171f4e..52187511a3 100644
--- a/game/base-combat/effects.twee
+++ b/game/base-combat/effects.twee
@@ -2631,6 +2631,38 @@ You try to pull your head away from the penis threatening your mouth.
 	<</if>>
 <</if>>
 
+<<if $mouthaction is "noupper">>
+	<<set $mouthaction to 0>><<set $mouthactiondefault to "rest">><<brat 5 demanding>><<if !$gloryhole and $gamemode isnot "soft">><<seductionskillusecombat>><</if>>
+	<<set $noupperasked to 1>>
+	You tell <<him>> to leave your top on.
+	
+	<<if $combatgoal is "strip">>
+		<span class="pink">"No," they laugh. You'll look better without it."</span>
+	<<elseif (1000 - ($rng * 10) - ($enemytrust * 10) - $seductionskill + $enemyanger) lte (($enemyarousalmax / ($enemyarousal + 1)) * 100) or $gamemode is "soft" or $gloryhole>>
+		<<set $noupper to 1>><span class="green">They nod in acknowledgement.</span>
+		<<for _j = 0; _j lt $enemyno; _j++>>
+			<<if $NPCList[_j].lefthand is "upperclothes">>
+				<<personselect _j>>
+				<<set $NPCList[_j].lefthand to 0>>The <<person>> releases your $worn.upper.name.
+			<<elseif $NPCList[_j].lefthand is "underupperclothes">>
+				<<personselect _j>>
+				<<set $NPCList[_j].lefthand to 0>>The <<person>> releases your $worn.under_upper.name.
+			<</if>>
+			<<if $NPCList[_j].righthand is "upperclothes">>
+				<<personselect _j>>
+				<<set $NPCList[_j].righthand to 0>>The <<person>> releases your $worn.upper.name.
+			<<elseif $NPCList[_j].righthand is "underupperclothes">>
+				<<personselect _j>>
+				<<set $NPCList[_j].righthand to 0>>The <<person>> releases your $worn.under_upper.name.
+			<</if>>
+		<</for>>
+	<<else>>
+		<<set $consensual to 0>>
+		They pause a moment before responding, <span class="red">"Stupid slut, you think you can tell me what to do?"</span>
+		<<molested>><<controlloss>>
+	<</if>>
+<</if>>
+
 <<set $NPCList[0].intro to 0>>
 <<set $NPCList[1].intro to 0>>
 <<set $NPCList[2].intro to 0>>
diff --git a/game/base-combat/ejaculation-eden.twee b/game/base-combat/ejaculation-eden.twee
index c35152ae17..daa8c2acbf 100644
--- a/game/base-combat/ejaculation-eden.twee
+++ b/game/base-combat/ejaculation-eden.twee
@@ -392,7 +392,7 @@
 			<br><br>
 			<<bottomejacstat>><<ejacstat>><<set $hygiene += 500>><<set $bottomsemen += 1>>
 		<<case 7>>
-			<<He>> moans as <<he>> cums against your <<bottom>>, sending thick ropes of semen onto yoru cheeks.
+			<<He>> moans as <<he>> cums against your <<bottom>>, sending thick ropes of semen onto your cheeks.
 			<br><br>
 			<<bottomejacstat>><<ejacstat>><<set $hygiene += 1000>><<set $bottomsemen += 2>>
 		<</switch>>
diff --git a/game/base-combat/ejaculation.twee b/game/base-combat/ejaculation.twee
index 02f3136b7d..74e4725590 100644
--- a/game/base-combat/ejaculation.twee
+++ b/game/base-combat/ejaculation.twee
@@ -1882,8 +1882,8 @@
 	<<combatimg>>
 	<br>
 <</if>>
-<<set $active_enemy += 1>>
 
+<<set $active_enemy += 1>>
 <<if $water is 0>>
 	<<if _knotted is true>>
 		<<bHis>> knot remains tight within you, preventing the semen from leaking out.
diff --git a/game/base-combat/end.twee b/game/base-combat/end.twee
index 0bb2894ce9..b6f51fc582 100644
--- a/game/base-combat/end.twee
+++ b/game/base-combat/end.twee
@@ -78,6 +78,8 @@
 
 <</if>>
 
+
+
 <<endevent>>
 <<struggle_end>>
 
@@ -168,6 +170,8 @@
 <<set $novaginal to 0>>
 <<set $noanal to 0>>
 <<set $nopenile to 0>>
+<<unset $noupper>>
+<<unset $noupperasked>>
 <<set $askedtochoke to 0>>
 <<set $speechwheeze to 0>>
 <<set $speechorgasmweakcumcount to 0>>
@@ -379,6 +383,8 @@
 <</if>>
 <<set $enemyArousalLossReduction to 1>>
 
+
+
 <<manend>>
 <<turnend>>
 <<getCombatDefaultsTypeClear>>
diff --git a/game/base-combat/init.twee b/game/base-combat/init.twee
index 2f8d1c91a8..9c2dce26a4 100644
--- a/game/base-combat/init.twee
+++ b/game/base-combat/init.twee
@@ -110,7 +110,7 @@
 <<set $active_enemy to 0>>
 <!-- Error Checking -->
 <<switch _tpe>>
-	<<case "dog" "cat" "pig" "wolf" "dolphin" "lizard" "bear" "boar" "creature" "horse">>
+	<<case "dog" "cat" "pig" "wolf" "dolphin" "lizard" "bear" "boar" "creature" "horse" "fox">>
 	<!-- No action-->
 	<<default>>
 	<span class="red">ERROR: beastNEWinit unknown type</span>
@@ -591,13 +591,13 @@
 <<if $worn.lower.name != "naked">>
 	<<set $NPCList[0].lefthand to "lowerclothes">>
 	<<set $NPCList[0].righthand to "lowerclothes">>
-<<else>>
+<<elseif $worn.under_lower.name != "naked">>
 	<<set $NPCList[0].lefthand to "underclothes">>
 	<<set $NPCList[0].righthand to "underclothes">>
 <</if>>
 <<set $NPCList[0].mouth to "penisentrance">>
 <<set $NPCList[0].location.head = "genitals">>
-<<set $NPCList[0].location.genitals = "dont">>
+<<set $NPCList[0].location.genitals = "idle">>
 <!-- 'dont' is just an invalid value so that the NPC won't know how to use its genitals, 
 otherwise there's no easy way of stopping NPC from shoving their stuff in PC's face -->
 
diff --git a/game/base-combat/man-combat.twee b/game/base-combat/man-combat.twee
index c5b12768b3..85db3551d7 100644
--- a/game/base-combat/man-combat.twee
+++ b/game/base-combat/man-combat.twee
@@ -430,7 +430,7 @@
 		<<elseif $rng lte 100>>
 			<<if $worn.lower.skirt is 1>>
 				<<if $worn.under_lower.state is "waist">>
-					<<if $combatgoal is "strip" or $rng gt 20 or $worn.under_lower.immune_to_the_side>>
+					<<if $combatgoal is "strip" or $rng gt 20 or $worn.under_lower.no_aside>>
 						<<He>> pulls your $worn.under_lower.name down your thighs, <span class="lewd">revealing your <<genitals>>.</span>
 						<<set $worn.under_lower.state to "thighs">>
 					<<else>>
@@ -451,7 +451,7 @@
 				<</if>>
 			<<elseif $worn.lower.state isnot "waist">>
 				<<if $worn.under_lower.state is "waist">>
-					<<if $combatgoal is "strip" or $rng gt 20 or $worn.under_lower.immune_to_the_side>>
+					<<if $combatgoal is "strip" or $rng gt 20 or $worn.under_lower.no_aside>>
 						<<He>> pulls your $worn.under_lower.name down your thighs, <span class="lewd">revealing your <<genitals>>.</span>
 						<<set $worn.under_lower.state to "thighs">>
 					<<else>>
@@ -491,7 +491,7 @@
 		<<elseif $rng lte 100>>
 			<<if $worn.lower.skirt is 1>>
 				<<if $worn.under_lower.state is "waist">>
-					<<if $combatgoal is "strip" or $rng gt 20 or $worn.under_lower.immune_to_the_side>>
+					<<if $combatgoal is "strip" or $rng gt 20 or $worn.under_lower.no_aside>>
 						<<He>> pulls your $worn.under_lower.name down your thighs, <span class="lewd">revealing your <<genitals>>.</span>
 						<<set $worn.under_lower.state to "thighs">>
 					<<else>>
@@ -512,7 +512,7 @@
 				<</if>>
 			<<elseif $worn.lower.state isnot "waist">>
 				<<if $worn.under_lower.state is "waist">>
-					<<if $combatgoal is "strip" or $rng gt 20 or $worn.under_lower.immune_to_the_side>>
+					<<if $combatgoal is "strip" or $rng gt 20 or $worn.under_lower.no_aside>>
 						<<He>> pulls your $worn.under_lower.name down your thighs, <span class="lewd">revealing your <<genitals>>.</span>
 						<<set $worn.under_lower.state to "thighs">>
 					<<else>>
@@ -1579,10 +1579,10 @@
 			<<elseif $worn.under_lower.name isnot "naked" and $worn.under_lower.state isnot "totheside">>
 				<span class="purple"><<He>> grasps your $worn.under_lower.name.</span>
 				<<set $NPCList[_n].lefthand to "underclothes">><<neutral 1>>
-			<<elseif $worn.under_upper.name isnot "naked">>
+			<<elseif $worn.under_upper.name isnot "naked" and $noupper isnot 1>>
 				<span class="purple"><<He>> grasps your $worn.under_upper.name.</span>
 				<<set $NPCList[_n].lefthand to "underupperclothes">><<neutral 1>>
-			<<elseif $worn.upper.name isnot "naked">>
+			<<elseif $worn.upper.name isnot "naked" and $noupper isnot 1>>
 				<span class="purple"><<He>> grasps your $worn.upper.name.</span>
 				<<set $NPCList[_n].lefthand to "upperclothes">><<neutral 1>>
 			<<elseif $worn.genitals.name isnot "naked">>
@@ -1628,10 +1628,10 @@
 				<</if>>
 				<<bodypart_admire_chance pubic>>
 			<<else>>
-				<<if $worn.upper.name isnot "naked">>
+				<<if $worn.upper.name isnot "naked" and $noupper isnot 1>>
 					<span class="purple"><<He>> grasps your $worn.upper.name.</span>
 					<<set $NPCList[_n].lefthand to "upperclothes">><<neutral 1>>
-				<<elseif $worn.under_upper.name isnot "naked">>
+				<<elseif $worn.under_upper.name isnot "naked" and $noupper isnot 1>>
 					<span class="purple"><<He>> grasps your $worn.under_upper.name.</span>
 					<<set $NPCList[_n].lefthand to "underupperclothes">><<neutral 1>>
 				<<else>>
@@ -1898,7 +1898,7 @@
 					<<bodypart_admire_chance right_thigh>>
 				<</if>>
 			<<else>>
-				<<if $worn.upper.name isnot "naked">>
+				<<if $worn.upper.name isnot "naked" and $noupper isnot 1>>
 					<span class="purple"><<He>> grasps your $worn.upper.name.</span>
 					<<set $NPCList[_n].lefthand to "upperclothes">><<neutral 1>>
 				<<elseif $asphyxiaLvl gte 1 and ($neckuse isnot "hand" or $NPCList[_n].righthand is "throat")>>
@@ -2218,7 +2218,7 @@
 			<<set $askedtochoke to 0>>
 			<<set $NPCList[_n].righthand to "throat">><<neutral 1>>
 		<<elseif $combatgoal is "strip">>
-			<<if $worn.upper.name isnot "naked">>
+            <<if $worn.upper.name isnot "naked" and $noupper isnot 1>>
 				<span class="purple"><<He>> grasps your $worn.upper.name.</span>
 				<<set $NPCList[_n].righthand to "upperclothes">><<neutral 1>>
 			<<elseif $worn.under_upper.name isnot "naked">>
@@ -2283,7 +2283,7 @@
 					<<bodypart_admire_chance right_thigh>>
 				<</if>>
 			<<else>>
-				<<if $worn.upper.name isnot "naked">>
+				<<if $worn.upper.name isnot "naked" and $noupper isnot 1>>
 					<span class="purple"><<He>> grasps your $worn.upper.name.</span>
 					<<set $NPCList[_n].righthand to "upperclothes">><<neutral 1>>
 				<<elseif $worn.under_upper.name isnot "naked">>
@@ -2563,7 +2563,7 @@
 					<<bodypart_admire_chance right_thigh>>
 				<</if>>
 			<<else>>
-				<<if $worn.upper.name isnot "naked">>
+				<<if $worn.upper.name isnot "naked" and $noupper isnot 1>>
 					<span class="purple"><<He>> grasps your $worn.upper.name.</span>
 					<<set $NPCList[_n].righthand to "upperclothes">><<neutral 1>>
 				<<elseif $asphyxiaLvl gte 1 and ($neckuse isnot "hand" or $NPCList[_n].lefthand is "throat")>>
diff --git a/game/base-combat/struggle.twee b/game/base-combat/struggle.twee
index 164b1fe8e5..4f9a7d7bb6 100644
--- a/game/base-combat/struggle.twee
+++ b/game/base-combat/struggle.twee
@@ -1666,7 +1666,7 @@ and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
 		<<if $struggle.vagina.legs is "tentacles">>
 			The <<print $struggle.vagina.creature>>'s tentacles grope and cling to your pelvis.<<neutral 2>>
 		<<else>>
-			The <<print $struggle.vagina.creature>>'s <<struggle_appendage vagina>> prods your pelvis, as if searching from something.<<neutral 1>>
+			The <<print $struggle.vagina.creature>>'s <<struggle_appendage vagina>> prods your pelvis, as if searching for something.<<neutral 1>>
 		<</if>>
 	<<case 1>>
 		The <<print $struggle.vagina.creature>> slides over your labia, <span class="blue">searching for a way in.</span><<neutral 2>>
@@ -1678,11 +1678,11 @@ and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
 		<<set _pain to $vaginalPain>>
 		<<if $player.virginity.vaginal isnot true>>
 			The <<print $struggle.vagina.creature>> <span class="pink">forces its <<struggle_appendage vagina>> into your <<pussy>>.</span> It becomes girthier as more enters.
-			<<set $vaginastate to "struggle_pen">><<vaginalstat>>
+			<<set $vaginastate to "struggle_pen">><<vaginalstat>><<vaginaraped>>
 			<<sex 30>><<pain _pain>>
 		<<else>>
 			The <<print $struggle.vagina.creature>> <span class="pink">forces its <<struggle_appendage vagina>> into your <<pussy>>,</span> <span class="red">breaking your hymen and forever robbing you of your purity.</span>
-			<<takeVirginity $struggle.vagina.creature "vaginal">><<set $vaginastate to "struggle_pen">><<vaginalstat>>
+			<<takeVirginity $struggle.vagina.creature "vaginal">><<set $vaginastate to "struggle_pen">><<vaginalstat>><<vaginaraped>>
 			<<sex 30>><<pain _pain>>
 		<</if>>
 		<<if $consensual isnot 1>><<bruise vagina>><<violence 2>><<raped>><<vaginaraped>><</if>>
@@ -1724,11 +1724,11 @@ and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
 		<<set _pain to $penilePain>>
 		<<if $player.virginity.penile isnot true>>
 			The <<print $struggle.penis.creature>> <span class="pink">forces your <<penis>> inside its body.</span> It becomes tighter as more enters.
-			<<set $penisstate to "struggle_pen">><<penilestat>>
+			<<set $penisstate to "struggle_pen">><<penilestat>><<penisraped>>
 			<<sex 30>><<pain _pain>>
 		<<else>>
 			The <<print $struggle.penis.creature>> <span class="pink">forces your <<penis>> into its body,</span> <span class="red">separating your foreskin from your glans and forever robbing you of your purity.</span>
-			<<takeVirginity $struggle.penis.creature "penile">><<set $penisstate to "struggle_pen">><<penilestat>>
+			<<takeVirginity $struggle.penis.creature "penile">><<set $penisstate to "struggle_pen">><<penilestat>><<penisraped>>
 			<<sex 30>><<pain _pain>>
 		<</if>>
 		<<if $consensual isnot 1>><<bruise penis>><<violence 2>><<raped>><<penisraped>><</if>>
@@ -1770,11 +1770,11 @@ and $orgasmdown lte 0 and ($pain lt 100 or $willpowerpain is undefined)>>
 		<<set _pain to $analPain>>
 		<<if $player.virginity.anal isnot true>>
 			The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> <span class="pink">thrusts into your <<bottom>>.</span> It becomes girthier as more enters.
-			<<set $anusstate to "struggle_pen">><<analstat>>
+			<<set $anusstate to "struggle_pen">><<analstat>><<anusraped>>
 			<<sex 30>><<pain _pain>>
 		<<else>>
 			The <<print $struggle.anus.creature>>'s <<struggle_appendage anus>> <span class="pink">thrusts into your <<bottom>>,</span> <span class="red">violating you in a way you hadn't conceived of.</span>
-			<<takeVirginity $struggle.anus.creature "anal">><<set $anusstate to "struggle_pen">><<analstat>>
+			<<takeVirginity $struggle.anus.creature "anal">><<set $anusstate to "struggle_pen">><<analstat>><<anusraped>>
 			<<sex 30>><<pain _pain>>
 		<</if>>
 		<<if $consensual isnot 1>><<bruise anus>><<violence 2>><<raped>><<anusraped>><</if>>
diff --git a/game/base-combat/widgets.twee b/game/base-combat/widgets.twee
index 1ef4af265b..465a1aa93a 100644
--- a/game/base-combat/widgets.twee
+++ b/game/base-combat/widgets.twee
@@ -120,22 +120,18 @@
 <<widget "combatTrainAdvance">><<nobr>>/*For use after a beast/monster in a train is finished with their turn. Loads next in line into $NPCList[0]. Loads them all back into $NPCList if at the end of the train.*/
 <<clearnpc>>
 <<if $combatTrain.length gt 0>>
-    <<set $combatTrain.length-->>
-    <<set $combatTrain.active += 1>>
-    <<loadNPC 0 `"beast_" + $combatTrain.active`>>
+	<<set $combatTrain.length-->>
+	<<set $combatTrain.active += 1>>
+	<<loadNPC 0 `"beast_" + $combatTrain.active`>>
 <<else>>
-    <<for _e_n to 0; _e_n lt $combatTrain.total_length + 1; _e_n++>>
-        <<loadNPC _e_n `"beast_" + _e_n`>>
-        <<clearNPC `"beast_" + _e_n`>>
-    <</for>>
+	<<for _e_n to 0; _e_n lt $combatTrain.total_length + 1; _e_n++>>
+		<<loadNPC _e_n `"beast_" + _e_n`>>
+		<<clearNPC `"beast_" + _e_n`>>
+	<</for>>
 <</if>>
 <<set $active_enemy to 0>>
 <</nobr>><</widget>>
 
-/*Args 0 - Combat Train Length*/
-/*Args 1 - Combat Train Beast Types, accepts a string or array, array may be smaller then length to loop*/
-/*Args 2 - Combat Train Combatants in train section, accepts a string or array,
-	should be left undefined till combat is setup for multiple beasts*/
 <<widget "beastTrainGenerate">><<nobr>>/*Saves all beasts/monsters in $NPCList, then loads the first into slot 0.*/
 <<set _enemyno to $enemyno - 1>>
 <<set $combatTrain to {
diff --git a/game/base-system/attitudes.twee b/game/base-system/attitudes.twee
index 29e035a274..d786cef3c3 100644
--- a/game/base-system/attitudes.twee
+++ b/game/base-system/attitudes.twee
@@ -470,6 +470,7 @@ __If consensual:__
 		<<set _mouth["Tell them you don't want anything in your pussy"] to "novaginal">>
 	<</if>>
 	<<set _mouth["Tell them you don't want anything in your ass"] to "noanal">>
+	<<set _mouth["Tell them you don't want your top removed"] to "noupper">>
 <</if>>
 
 <<if $args[0] is true>>
diff --git a/game/base-system/caption.twee b/game/base-system/caption.twee
index 7627af4a5d..a619d0961f 100644
--- a/game/base-system/caption.twee
+++ b/game/base-system/caption.twee
@@ -15,7 +15,6 @@
 		<<removeclass body has-images>>
 		<<addclass body no-images>>
 	<</if>>
-	<<exposure>>
 	<<combateffects>>
 	
 	
diff --git a/game/base-system/effects.twee b/game/base-system/effects.twee
index 2e3608797f..3622576afd 100644
--- a/game/base-system/effects.twee
+++ b/game/base-system/effects.twee
@@ -560,8 +560,6 @@
 	<br>
 <</if>>
 
-<<exposure>>
-
 <<if $timer gte 1>>
 	<<set $timer -= 1>>
 <</if>>
diff --git a/game/base-system/feats.twee b/game/base-system/feats.twee
index d11b11373c..07faff040f 100644
--- a/game/base-system/feats.twee
+++ b/game/base-system/feats.twee
@@ -1169,6 +1169,14 @@
 			filter: ["All", "Discoveries"],
 			hint: "Hint: To the edge of the world."
 		},
+		"Wet and Ruined":{
+			title: "Wet and Ruined",
+			desc: "Discovered the ruined castle.",
+			difficulty: 2,
+			series: "",
+			filter: ["All", "Discoveries"],
+			hint: "Hint: Lost in the mire."
+		},
 		"Head of the Pack":{
 			title: "Head of the Pack",
 			desc: "Be the leader of wolves.",
@@ -1361,14 +1369,14 @@
 			filter: ["All", "Discoveries"],
 			hint: "Hint: Hidden deep."
 		},
-		/*"Buried Treasure":{
+		"Buried Treasure":{
 			title: "Buried Treasure",
 			desc: "Followed the treasure map, and made a discovery.",
 			difficulty: 3,
 			series: "beach cave",
 			filter: ["All", "Discoveries"],
 			hint: "Hint: Follow the map."
-		},*/
+		},
 		"Abnormal Mollusc":{
 			title: "Abnormal Mollusc",
 			desc: "Escaped the giant slug.",
@@ -1436,6 +1444,24 @@
 			hint: "Hint: Find gold. Steal it later.",
 			softLockable: true,
 		},
+		"Not Like the Movies":{
+			title: "Not Like the Movies",
+			desc: "Gained knowledge of quicksand.",
+			difficulty: 2,
+			series: "",
+			filter: ["All", "Discoveries"],
+			hint: "Hint: Sunken moor wisdom.",
+			softLockable: true,
+		},
+		"Slippery":{
+			title: "Slippery",
+			desc: "Escaped Remy's goons.",
+			difficulty: 1,
+			series: "",
+			filter: ["All", "Discoveries"],
+			hint: "Hint: Escape Remy's goons.",
+			softLockable: true,
+		},
 		"Max Those Shots":{
 			title: "Max Those Shots",
 			desc: "Holding a lot of pepper spray.",
diff --git a/game/base-system/journal.twee b/game/base-system/journal.twee
index cf8ac77ef2..31e3ed4596 100644
--- a/game/base-system/journal.twee
+++ b/game/base-system/journal.twee
@@ -41,8 +41,10 @@
 <<if $pubtask2 is 1>>
 	Return the black box to Landry at the pub.
 	<br>
-<<elseif $pubtask is 1>>
+<<elseif $pubtask is "forest">>
 	Landry wants you to retrieve a black box from the forest.
+<<elseif $pubtask is "moor">>
+	Landry wants you to retrieve a black box from the moor.
 	<br>
 <</if>>
 
diff --git a/game/base-system/plant-objects.twee b/game/base-system/plant-objects.twee
index 338615016c..936320241e 100644
--- a/game/base-system/plant-objects.twee
+++ b/game/base-system/plant-objects.twee
@@ -12,6 +12,7 @@
 		bed: "earth",
 		type: "flower",
 		days: 14,
+		multiplier: 1,
 		special: []
 		},
 
@@ -24,6 +25,7 @@
 		bed: "earth",
 		type: "flower",
 		days: 14,
+		multiplier: 1,
 		special: []
 		},
 
@@ -36,6 +38,7 @@
 		bed: "earth",
 		type: "flower",
 		days: 28,
+		multiplier: 1,
 		special: []
 		},
 
@@ -48,6 +51,7 @@
 		bed: "earth",
 		type: "flower",
 		days: 7,
+		multiplier: 1,
 		special: []
 		},
 
@@ -60,6 +64,7 @@
 		bed: "earth",
 		type: "flower",
 		days: 12,
+		multiplier: 1,
 		special: []
 		},
 
@@ -72,6 +77,7 @@
 		bed: "water",
 		type: "flower",
 		days: 5,
+		multiplier: 1,
 		special: []
 		},
 
@@ -84,6 +90,7 @@
 		bed: "earth",
 		type: "flower",
 		days: 10,
+		multiplier: 1,
 		special: []
 		},
 
@@ -96,6 +103,7 @@
 		bed: "earth",
 		type: "flower",
 		days: 8,
+		multiplier: 1,
 		special: []
 		},
 
@@ -108,6 +116,7 @@
 		bed: "earth",
 		type: "fruit",
 		days: 7,
+		multiplier: 1,
 		special: []
 		},
 
@@ -120,6 +129,7 @@
 		bed: "earth",
 		type: "fruit",
 		days: 6,
+		multiplier: 1,
 		special: []
 		},
 
@@ -132,6 +142,7 @@
 		bed: "earth",
 		type: "fruit",
 		days: 9,
+		multiplier: 1,
 		special: []
 		},
 
@@ -144,6 +155,7 @@
 		bed: "earth",
 		type: "fruit",
 		days: 12,
+		multiplier: 1,
 		special: []
 		},
 
@@ -156,6 +168,7 @@
 		bed: "earth",
 		type: "fruit",
 		days: 20,
+		multiplier: 1,
 		special: ["aphrodisiac"]
 		},
 
@@ -168,6 +181,7 @@
 		bed: "earth",
 		type: "fruit",
 		days: 10,
+		multiplier: 1,
 		special: []
 		},
 
@@ -180,6 +194,7 @@
 		bed: "earth",
 		type: "fruit",
 		days: 14,
+		multiplier: 1,
 		special: []
 		},
 
@@ -192,6 +207,7 @@
 		bed: "earth",
 		type: "fruit",
 		days: 8,
+		multiplier: 1,
 		special: []
 		},
 
@@ -204,6 +220,7 @@
 		bed: "earth",
 		type: "fruit",
 		days: 10,
+		multiplier: 1,
 		special: []
 		},
 
@@ -216,6 +233,7 @@
 		bed: "wood",
 		type: "shroom",
 		days: 14,
+		multiplier: 1,
 		special: []
 		},
 
@@ -228,6 +246,7 @@
 		bed: "wood",
 		type: "shroom",
 		days: 21,
+		multiplier: 1,
 		special: ["aphrodisiac"]
 		},
 
@@ -240,7 +259,47 @@
 		bed: "hive",
 		type: "produce",
 		days: 7,
+		multiplier: 1,
 		special: ["large"]
+		},
+
+	wild_carrot: {
+		index: 20,
+		name: "wild_carrot",
+		plural: "carrots",
+		plant_cost: 20,
+		difficulty: 1,
+		bed: "earth",
+		type: "vegetable",
+		days: 10,
+		multiplier: 5,
+		special: []
+		},
+
+	onion: {
+		index: 21,
+		name: "onion",
+		plural: "onions",
+		plant_cost: 60,
+		difficulty: 1,
+		bed: "earth",
+		type: "vegetable",
+		days: 12,
+		multiplier: 5,
+		special: []
+		},
+
+	garlic_bulb: {
+		index: 22,
+		name: "garlic_bulb",
+		plural: "garlic bulbs",
+		plant_cost: 50,
+		difficulty: 2,
+		bed: "earth",
+		type: "vegetable",
+		days: 8,
+		multiplier: 5,
+		special: []
 		}
 
 }>>
diff --git a/game/base-system/settings.twee b/game/base-system/settings.twee
index 14936e2f00..120a55c0b5 100644
--- a/game/base-system/settings.twee
+++ b/game/base-system/settings.twee
@@ -234,18 +234,18 @@
 	<<set $saveName to $saveName.replace(/[^a-zA-Z 0-9]+/g,"")>>
 	<<unset $importString>>
 <</nobr>><</widget>>
-
+/*complete:{"Vrelnir (Default)":"vrelDefault","Lollipop Scythe":"lollipopScythe","PurityGuy":"purityGuy","Fangi":"fangi"},*/
 <<widget "quickStartOptions">><<nobr>>
 <<if _quickStartOptions is undefined>>
 	<<set _quickStartOptions to {
-		complete:{"Vrelnir (Default)":"vrelDefault","Lollipop Scythe":"lollipopScythe","PurityGuy":"purityGuy","Fangi":"fangi"},
 		player:{"Female Waif":"femaleWaif","Male Waif":"maleWaif", "Hermaphrodite Waif":"hermaphroditeWaif", "Vrelnir PC":"vrel", "Crossdresser":"crossdresser","Tough Guy":"toughGuy"},
 		genericNpc:{"Default Genders":"genericNpcDefaultGender", "All Male":"genericNpcAllMaleGender", "All Female":"genericNpcAllFemaleGender"},
 		namedNpc:{"Default Genders":"namedNpcDefaultGender", "All Male":"namedNpcAllMaleGender", "All Female":"namedNpcAllFemaleGender"},
 		beasts:{"Default Genders":"beastDefaultGenders", "All Male":"beastMaleGenders", "All Female":"beastFemaleGenders"},
-		monsters:{"Default Monsters":"monstersDefault", "No Monsters":"monstersNone", "All Monsters":"monstersAll"},
+		monsters:{"When Hallucinating":"monstersDefault", "No Monsters":"monstersNone", "All Monsters":"monstersAll"},
+		kink:{"Reasonably Debauched":"kinkDefault", "Vanilla":"kinkVanilla", "No Beasts":"kinkNoBeasts", "Everything Goes":"kinkEverything"},
 		game:{
-			"Normal":"gameNormal","Soft":"gameSoft","Hard":"gameHard","Masochist":"gameMasochist","Journalist":"gameSoftCheats","Normal with Cheats":"gameNormalCheats","Hard with Cheats":"gameHardCheats","Masochist with Cheats":"gameMasochistCheats"
+			"Normal ":"gameNormal","Soft (No Feats)":"gameSoft","Hard":"gameHard","Masochist":"gameMasochist","Journalist (No Feats)":"gameSoftCheats","Normal with Cheats (No Feats)":"gameNormalCheats","Hard with Cheats (No Feats)":"gameHardCheats","Masochist with Cheats (No Feats)":"gameMasochistCheats"
 		},
 		images:{"Default":"imagesdefault","High Quality":"imagesHigh","Low Quality":"imagesLow","Performance Mode":"imagesPerformance","Disable images":"imagesDisable"},
 		settings:{"PC, Tips":"settingPCTip","PC, no Tips":"settingPCNoTip","Mobile, Tips":"settingMobileTips","Mobile, no Tips":"settingMobileNoTips"},
@@ -255,15 +255,19 @@
 
 <<widget "quickStart">><<nobr>>
 <<quickStartOptions>>
-<span class="red">The quick start tab can only be accessed at the beginning. You may want to at least edit your character and boosts after this as those tabs can also only be accessed at the beginning.</span>
+<i>Gender ratios and kinks can be fine-tuned in the Game Settings Tab.</i>
 <br><br>
+/*
 <span class="gold">Complete Contributor Preset:</span> <<listbox "_completePreset" autoselect>><<optionsfrom _quickStartOptions.complete>><</listbox>> |
 <<link Set>><<presets _completePreset>><</link>>
 <br><br>
+*/
 
+/*
 <span class="gold">Player Preset:</span> <<listbox "_playerPreset" autoselect>><<optionsfrom _quickStartOptions.player>><</listbox>> |
 <<link Set>><<presets _playerPreset>><</link>>
 <br><br>
+*/
 
 <span class="gold">Generic NPC Preset:</span> <<listbox "_genericNpcPreset" autoselect>><<optionsfrom _quickStartOptions.genericNpc>><</listbox>> |
 <<link Set>><<presets _genericNpcPreset>><</link>>
@@ -279,7 +283,11 @@
 <<link Set>><<presets _monstersPreset>><</link>>
 <br><br>
 
-<span class="gold">Game difficulty Preset:</span> <<listbox "_gamePreset" autoselect>><<optionsfrom _quickStartOptions.game>><</listbox>> |
+<span class="gold">Kinks Preset:</span> <<listbox "_kinkPreset" autoselect>><<optionsfrom _quickStartOptions.kink>><</listbox>> |
+<<link Set>><<presets _kinkPreset>><</link>>
+<br><br>
+
+<span class="gold">Difficulty Preset:</span> <<listbox "_gamePreset" autoselect>><<optionsfrom _quickStartOptions.game>><</listbox>> |
 <<link Set>><<presets _gamePreset>><</link>>
 <br><br>
 <<if StartConfig.enableImages is true>>
@@ -293,8 +301,7 @@
 <</nobr>><</widget>>
 
 <<widget "characterSettings">><<nobr>>
-	<span class="red">The Character tab can only be accessed at the beginning.</span>
-	<br>
+	
 	<<if StartConfig.enableImages is true>>
 		<span class="gold">View a preview of the character in the side bar.</span> <label>Show Clothes <<print '<<checkbox "_showClothes" false true '+(_showClothes isnot false ? "checked" : "")+'>>'>></label> <label>Show Underwear <<print '<<checkbox "_showUnderwear" false true '+(_showUnderwear isnot false ? "checked" : "")+'>>'>></label> 
 		<br>
@@ -498,8 +505,7 @@
 <</nobr>><</widget>>
 
 <<widget "featSettings">><<nobr>>
-	<span class="red">The Feat Boost tab can only be accessed at the beginning.</span>
-	<br><br>
+	
 	<<if $feats.allSaves.points is undefined or $feats.allSaves.points is 0>>
 		<span class="red">You have 0 VrelCoins to use on boosts at the moment. If this is incorrect, please load your last save and restart.</span>
 	<<else>>
diff --git a/game/base-system/tending.twee b/game/base-system/tending.twee
index 7f1579f25e..4b9f4e4fea 100644
--- a/game/base-system/tending.twee
+++ b/game/base-system/tending.twee
@@ -354,6 +354,7 @@ here. <<if $fertiliser.current gt 0 or $fertiliser.used gt 0>>You have $fertilis
 <<else>>
 	<<set _tending_amount to random(10, ($tending / 2) + 50)>>
 <</if>>
+<<set _tending_amount *= clone(setup.plants[$args[0]].multiplier)>>
 <<if $args[2] gte 4>>
 	<<set _tending_amount *= 1.6>>
 <<elseif $args[2] is 3>>
@@ -361,7 +362,7 @@ here. <<if $fertiliser.current gt 0 or $fertiliser.used gt 0>>You have $fertilis
 <<elseif $args[1] is 2>>
 	<<set _tending_amount *= 1.2>>
 <</if>>
-<<if !$backgroundTraits.includes("greenthumb") and $tending is 1000 and ($fertiliser.used gte 50 or ($fertiliser.used gte 30 and $farm_stage gte 6)) and $plants_known.length gte 8>>
+<<if !$backgroundTraits.includes("greenthumb") and $tending is 1000 and ($fertiliser.used gte 40 or ($fertiliser.used gte 25 and $farm_stage gte 6)) and $plants_known.length gte 8>>
 	<<run $backgroundTraits.pushUnique("greenthumb")>>
 	<span class="gold">Spending a large amount of time in the dirt has given you a green thumb.</span>
 	<br>
diff --git a/game/base-system/text.twee b/game/base-system/text.twee
index 69f7b04ea9..9151f5bde5 100644
--- a/game/base-system/text.twee
+++ b/game/base-system/text.twee
@@ -363,7 +363,13 @@
 <</silently>>_text_output<</nobr>><</widget>>
 
 <<widget "bHe">><<nobr>><<silently>>
-<<if $enemyno gte 0>><<set _na to $enemyno-1>><<else>><<set _na to 0>><</if>>
+<<if typeof $args[0] is "number">>
+	<<set _na to $args[0]>>
+<<elseif $enemyno gte 0>>
+	<<set _na to $enemyno-1>>
+<<else>>
+	<<set _na to 0>>
+<</if>>
 <<if $NPCList[_na].monster is "monster">>
 	<<if $NPCList[_na].pronoun is "m">>
 		<<set _text_output to "He">>
@@ -376,7 +382,13 @@
 <</silently>>_text_output<</nobr>><</widget>>
 
 <<widget "bhe">><<nobr>><<silently>>
-<<if $enemyno gte 0>><<set _na to $enemyno-1>><<else>><<set _na to 0>><</if>>
+<<if typeof $args[0] is "number">>
+	<<set _na to $args[0]>>
+<<elseif $enemyno gte 0>>
+	<<set _na to $enemyno-1>>
+<<else>>
+	<<set _na to 0>>
+<</if>>
 <<if $NPCList[_na].monster is "monster">>
 	<<if $NPCList[_na].pronoun is "m">>
 		<<set _text_output to "he">>
@@ -389,7 +401,13 @@
 <</silently>>_text_output<</nobr>><</widget>>
 
 <<widget "bHis">><<nobr>><<silently>>
-<<if $enemyno gte 0>><<set _na to $enemyno-1>><<else>><<set _na to 0>><</if>>
+<<if typeof $args[0] is "number">>
+	<<set _na to $args[0]>>
+<<elseif $enemyno gte 0>>
+	<<set _na to $enemyno-1>>
+<<else>>
+	<<set _na to 0>>
+<</if>>
 <<if $NPCList[_na].monster is "monster">>
 	<<if $NPCList[_na].pronoun is "m">>
 		<<set _text_output to "His">>
@@ -402,7 +420,13 @@
 <</silently>>_text_output<</nobr>><</widget>>
 
 <<widget "bhis">><<nobr>><<silently>>
-<<if $enemyno gte 0>><<set _na to $enemyno-1>><<else>><<set _na to 0>><</if>>
+<<if typeof $args[0] is "number">>
+	<<set _na to $args[0]>>
+<<elseif $enemyno gte 0>>
+	<<set _na to $enemyno-1>>
+<<else>>
+	<<set _na to 0>>
+<</if>>
 <<if $NPCList[_na].monster is "monster">>
 	<<if $NPCList[_na].pronoun is "m">>
 		<<set _text_output to "his">>
@@ -415,7 +439,13 @@
 <</silently>>_text_output<</nobr>><</widget>>
 
 <<widget "bHim">><<nobr>><<silently>>
-<<if $enemyno gte 0>><<set _na to $enemyno-1>><<else>><<set _na to 0>><</if>>
+<<if typeof $args[0] is "number">>
+	<<set _na to $args[0]>>
+<<elseif $enemyno gte 0>>
+	<<set _na to $enemyno-1>>
+<<else>>
+	<<set _na to 0>>
+<</if>>
 <<if $NPCList[_na].monster is "monster">>
 	<<if $NPCList[_na].pronoun is "m">>
 		<<set _text_output to "Him">>
@@ -428,7 +458,13 @@
 <</silently>>_text_output<</nobr>><</widget>>
 
 <<widget "bhim">><<nobr>><<silently>>
-<<if $enemyno gte 0>><<set _na to $enemyno-1>><<else>><<set _na to 0>><</if>>
+<<if typeof $args[0] is "number">>
+	<<set _na to $args[0]>>
+<<elseif $enemyno gte 0>>
+	<<set _na to $enemyno-1>>
+<<else>>
+	<<set _na to 0>>
+<</if>>
 <<if $NPCList[_na].monster is "monster">>
 	<<if $NPCList[_na].pronoun is "m">>
 		<<set _text_output to "him">>
@@ -441,7 +477,13 @@
 <</silently>>_text_output<</nobr>><</widget>>
 
 <<widget "bhimself">><<nobr>><<silently>>
-<<if $enemyno gte 0>><<set _na to $enemyno-1>><<else>><<set _na to 0>><</if>>
+<<if typeof $args[0] is "number">>
+	<<set _na to $args[0]>>
+<<elseif $enemyno gte 0>>
+	<<set _na to $enemyno-1>>
+<<else>>
+	<<set _na to 0>>
+<</if>>
 <<if $NPCList[_na].monster is "monster">>
 	<<if $NPCList[_na].pronoun is "m">>
 		<<set _text_output to "himself">>
@@ -454,7 +496,12 @@
 <</silently>><<print _text_output>><</nobr>><</widget>>
 
 <<widget "bHimself">><<nobr>><<silently>>
-<<bhimself>><<set _text_output to _text_output.toLocaleUpperFirst()>>
+<<if typeof $args[0] is "number">>
+	<<bhimself $args[0]>>
+<<else>>
+	<<bhimself>>
+<</if>>
+<<set _text_output to _text_output.toLocaleUpperFirst()>>
 <</silently>><<print _text_output>><</nobr>><</widget>>
 
 <<widget "hes">><<nobr>><<silently>>
@@ -2256,6 +2303,10 @@
 <span class="green">- - - Security</span>
 <</nobr>><</widget>>
 
+<<widget "gknowledge">><<nobr>> |
+<span class="green">+ Knowledge</span>
+<</nobr>><</widget>>
+
 <<widget "ginsecurity">><<nobr>>
 
 <<if $args[0] is "penis_tiny">>
@@ -4674,8 +4725,12 @@ a teacher
 <</nobr>><</widget>>
 
 <<widget "beasttype">><<nobr>><<silently>>
-<<set _na to 0>>
-<<set _text_output to $NPCList[_na].type>>
+<<if typeof $args[0] is "number">>
+	<<set _na to $args[0]>>
+<<else>>
+	<<set _na to 0>>
+<</if>>
+	<<set _text_output to $NPCList[_na].type>>
 <</silently>><<print _text_output>><</nobr>><</widget>>
 
 <<widget "beasttypes">><<nobr>> <<beasttype>>'s<</nobr>><</widget>>
@@ -5367,4 +5422,21 @@ a teacher
 <<else>>
 	<<set _text_output to "girlfriend">>
 <</if>>
-<</silently>><<print _text_output>><</nobr>><</widget>>
\ No newline at end of file
+<</silently>><<print _text_output>><</nobr>><</widget>>
+
+<<widget "daylight">><<nobr>>
+<<if $daystate is "day">>
+	<<set _text_output to "daylight">>
+<<elseif $daystate is "dawn">>
+	<<set _text_output to "dawn's light">>
+<<elseif $daystate is "dusk">>
+	<<set _text_output to "fading light">>
+<<else>>
+	<<if $hour is 9 or $season is "summer">>
+		<<set _text_output to "twilight">>
+	<<else>>
+		<<set _text_output to "night breeze">>
+	<</if>>
+<</if>>
+<<print _text_output>>
+<</nobr>><</widget>>
\ No newline at end of file
diff --git a/game/base-system/time.twee b/game/base-system/time.twee
index 4c3c19bb24..25452430eb 100644
--- a/game/base-system/time.twee
+++ b/game/base-system/time.twee
@@ -493,7 +493,9 @@
 	<<unset $christmas_robin_gift_received>>
 	<<unset $christmas_gift_robin_given>>
 <</if>>
-
+<<if $bell_timer>>
+	<<set $bell_timer -= 1>>
+<</if>>
 <<if $weekday isnot 1>>
 	<<if $robindebtevent gte 1>>
 	<<else>>
diff --git a/game/base-system/traits.twee b/game/base-system/traits.twee
index 181664f673..7948d302cf 100644
--- a/game/base-system/traits.twee
+++ b/game/base-system/traits.twee
@@ -302,6 +302,12 @@
 
 <br>
 
+<<if $quicksand gte 5>>
+	Knowledge: Quicksand - You know how to react when stuck in the stuff.
+	<br>
+<</if>>
+<br>
+
 <<if $scienceprojectwon is 1>>
 	<span class="green">Science Fair Winner</span>
 	<br>
diff --git a/game/base-system/widgets.twee b/game/base-system/widgets.twee
index cb01a6ac59..8477b5759c 100644
--- a/game/base-system/widgets.twee
+++ b/game/base-system/widgets.twee
@@ -529,7 +529,11 @@
 			<<set $stress += ($args[0] * 10)>>
 		<</if>>
 		<<combattrauma _negargs>>
-		<<set $enemyanger += 5 * $args[0]>>
+		<<if $args[1] is "demanding">>
+			<<set $enemyanger += 20 * $args[0]>>
+		<<else>>
+			<<set $enemyanger += 5 * $args[0]>>
+		<</if>>
 		<<set $submissive -= 1>>
 		<<set $enemytrust -= 2>>
 	<</if>>
@@ -1523,7 +1527,7 @@
 <</nobr>><</widget>>
 
 <<widget "beastescape">><<nobr>>
-<<trauma 12>><<set $pain += 40>><<set $stress += 400>><<set $worn.lower.integrity -= 20>><<set $worn.upper.integrity -= 20>><<set $worn.under_lower.integrity -= 20>><<set $worn.under_upper.integrity -= 20>><<bruise full>><<gstress>><<gtrauma>>
+<<trauma 12>><<pain 6>><<stress 12>><<set $worn.lower.integrity -= 20>><<set $worn.upper.integrity -= 20>><<set $worn.under_lower.integrity -= 20>><<set $worn.under_upper.integrity -= 20>><<bruise full>><<gpain>><<gstress>><<gtrauma>>
 <</nobr>><</widget>>
 
 <<widget "weatherdisplay">><<nobr>>
@@ -4936,3 +4940,15 @@ __Map__<br>
 	<<set $historytrait to 0>>
 <</if>>
 <</nobr>><</widget>>
+
+<<widget "beast_next">><<nobr>>
+<<if $monster is 1>>
+	<<if $beastgender is "m">>
+		<<print "$combatTrain.beastTypes[0]" + "boy">>
+	<<else>>
+		<<print "$combatTrain.beastTypes[0]" + "girl">>
+	<</if>>
+<<else>>
+	<<print $combatTrain.beastTypes[0]>>
+<</if>>
+<</nobr>><</widget>>
diff --git a/game/overworld-forest/loc-cabin/events.twee b/game/overworld-forest/loc-cabin/events.twee
index e2858f6d21..ccfacdc3c4 100644
--- a/game/overworld-forest/loc-cabin/events.twee
+++ b/game/overworld-forest/loc-cabin/events.twee
@@ -112,7 +112,7 @@ After a short while, <span class="lewd"><<his>> face starts to flush.</span> "Yo
 You mock cough, "ahem." <<He>> looks at you, bewildered for a moment before realising what you're after. "Oh. Thanks," <<he>> goes back to eating.
 <br><br>
 
-<<link [[Request head pats|Eden Breakfast 2]]>><<npcincr Eden love 1>><<set $phase to 4>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<lstress>>
+<<link [[Request headpats|Eden Breakfast 2]]>><<npcincr Eden love 1>><<set $phase to 4>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<lstress>>
 <br>
 <<link [[Chat|Eden Breakfast 2]]>><<trauma -6>><<stress -12>><<set $phase to 2>><</link>><<ltrauma>><<lstress>>
 <br>
diff --git a/game/overworld-forest/loc-forest/events.twee b/game/overworld-forest/loc-forest/events.twee
index 03ca1c0f15..bc853b12fa 100644
--- a/game/overworld-forest/loc-forest/events.twee
+++ b/game/overworld-forest/loc-forest/events.twee
@@ -1202,6 +1202,8 @@ You throw your head back and howl into the canopy. The <<if $phase is 1>><<beast
 		[[Next|Forest Wolf Sex2]]
 	<<else>>
 		Satisfied, the <<beasttype>> moves away from you.
+		
+		<<combatTrainAdvance>>
 		<<wolfpacktrust>>
 		<<combatTrainAdvance>>
 		<br><br>
@@ -1413,13 +1415,13 @@ You creep forward. The deer remains still. You step within arm's reach, and hold
 <<ltrauma>><<lstress>><<trauma -6>><<stress -6>>
 <br><br>
 
-<<link [[Next|Forest]]>><</link>>
+<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
 <br>
 <<else>>
 You creep forward. Unfortunately, the deer turns and runs in the other direction. It disappears into the trees.
 <br><br>
 
-<<link [[Next|Forest]]>><</link>>
+<<link [[Next|Forest]]>><<set $eventskip to 1>><</link>>
 <br>
 
 <</if>>
@@ -2296,6 +2298,7 @@ You climb the tree until you're level with the hive. You reach for the honeycomb
 <</if>>
 
 :: Forest Honey Struggle [nobr]
+<<effects>>
 
 <<if $struggle_start is 1>>
 	<<struggle_init>>
diff --git a/game/overworld-forest/loc-forest/main.twee b/game/overworld-forest/loc-forest/main.twee
index 3477b0dac5..023e280e34 100644
--- a/game/overworld-forest/loc-forest/main.twee
+++ b/game/overworld-forest/loc-forest/main.twee
@@ -178,7 +178,7 @@
 				<<link [[Wolf Cave (0:10)|Wolf Cave Clearing]]>><<pass 10>><</link>>
 				<br>
 			<</if>>
-			<<if $pubtask is 1 and $pubtask2 isnot 1>>
+			<<if $pubtask is "forest" and $pubtask2 isnot 1>>
 				<<set $rng to random(1, 100)>>
 				<!-- Modified for Monster People -->
 				<<if $pubtasksetting is "bear">>
@@ -283,7 +283,7 @@ You've barely taken two steps further when you hear a deep growl. There's someth
 <<set $pubtasksetting to "pair">>
 
 <<generate1>><<generate2>>You come to the clearing where the black box supposedly resides. There's a dilapidated wood cabin in the middle. A <<person1>><<person>> and <<person2>><<person>> sit outside beside a fire. They look up as you approach. "This is unexpected," says the <<person1>><<person>>. "What brings you all the way out here?"
-
+<br><br>
 You tell them you're looking for a small black box. "Oh," <<he>> says. "You mean this?" <<He>> stands and produces a black box from <<his>> pocket. "We could be persuaded to part with it. We'd want something in return though." <<He>> walks closer to you. "You're a cute little thing, Landry sure knows how to pick em. We'll give you the box if you let us fuck you." The <<person2>><<person>> grins.
 <br><br>
 
diff --git a/game/overworld-forest/loc-lake/main.twee b/game/overworld-forest/loc-lake/main.twee
index 1fd50dc47b..b54b85d243 100644
--- a/game/overworld-forest/loc-lake/main.twee
+++ b/game/overworld-forest/loc-lake/main.twee
@@ -774,7 +774,7 @@ You lift the shovel, and thrust it into the ice. It's hard work, but you manage
 <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>>
 <<if $phase is 1>>
 	<<set $phase to 0>>
-	You sit on the rock and look out at the lake. <i>Meditation effectiveness depends on willpower.</i>
+	You sit on the rock and look out at the lake. 
 	<<if $season is "winter">>
 		<<if $daystate is "night">>
 			<<if $weather is "rain">>
@@ -804,6 +804,7 @@ You lift the shovel, and thrust it into the ice. It's hard work, but you manage
 			<</if>>
 		<</if>>
 	<</if>>
+	<i>Meditation effectiveness depends on willpower.</i>
 	<br><br>
 <<elseif $phase is 2>>
 	<<set $phase to 0>>
diff --git a/game/overworld-forest/loc-lake/mason.twee b/game/overworld-forest/loc-lake/mason.twee
index 7d3c03e143..d661834544 100644
--- a/game/overworld-forest/loc-lake/mason.twee
+++ b/game/overworld-forest/loc-lake/mason.twee
@@ -282,7 +282,7 @@ You follow one of the streams feeding the lake, to the pond Mason likes to relax
 		<<link [[Sit beside the pond|Mason Beside Pond]]>><</link>>
 		<br>
 	<</if>>
-	<<link [[Leave|Lake Waterfall]]>><</link>>
+	<<link [[Leave|Lake Waterfall]]>><<endevent>><</link>>
 	<br>
 <<else>>
 	The pond is empty. Mason likes to come here on rainy evenings on weekends and school holidays, after swimming in the lake.
diff --git a/game/overworld-forest/loc-lake/skating.twee b/game/overworld-forest/loc-lake/skating.twee
index 5736aa30d3..1295be2a8b 100644
--- a/game/overworld-forest/loc-lake/skating.twee
+++ b/game/overworld-forest/loc-lake/skating.twee
@@ -68,7 +68,7 @@ You don a pair of ice skates, and push yourself onto the lake.
 		
 		<<link [[Shove|Lake Skate Shove]]>><<ltrauma>><<def 1>><</link>>
 		<br>
-		<<link [[Endure|Lake Skate Endure]]>><<stress 6>><<arousal 6>><</link>><<gstress>><<garousal>>
+		<<link [[Endure|Lake Skate Endure]]>><<stress 6>><<arousal 600>><</link>><<gstress>><<garousal>>
 		<br>
 	<<elseif $rng gte 21>>
 		<<generatey1>><<person1>>
diff --git a/game/overworld-forest/loc-tentacle-world/main.twee b/game/overworld-forest/loc-tentacle-world/main.twee
index ce4a151894..f38a911bf1 100644
--- a/game/overworld-forest/loc-tentacle-world/main.twee
+++ b/game/overworld-forest/loc-tentacle-world/main.twee
@@ -568,7 +568,7 @@ You drop to all fours, and they begin slithering up your legs.
 <<set _tentacles_semen to ($semen_amount / 2)>>
 You wiggle your <<bottom>>, drawing attention to your <<penis>>. The response is almost immediate. A tentacle latches on to you, and begins sucking.
 <br><br>
-You gasp at the sensation. The tentacle begins rapindly expanding and shrinking while sucking. <<arousal 10000>><<ggarousal>>
+You gasp at the sensation. The tentacle expands and shrinks while sucking. <<arousal 10000>><<ggarousal>>
 <<orgasmpassage>>
 <br><br>
 Your semen is sucked away, and the tentalce releases you. Another one takes its place before you can react.
diff --git a/game/overworld-plains/loc-farm/events.twee b/game/overworld-plains/loc-farm/events.twee
index d3257a837d..87fc1980e1 100644
--- a/game/overworld-plains/loc-farm/events.twee
+++ b/game/overworld-plains/loc-farm/events.twee
@@ -902,7 +902,7 @@ You call for help. "I'm coming!" Alex shouts in response. <<He>> enters the sty
 You open your mouth to scold, but you only manage a yell as you are yanked over the fence. You land in a pile of mud with a squelch.
 <br><br>
 <<if $tending gte random(1100)>>
-	The <<farm_text_many pig>> surround you, their <<if $farm_work.pig.monster is true>>hands and tongues<<else>>tongues<</if>> exploring your body.<<gstress>><<garousal>><<stress 6>><<arousal 6>>
+	The <<farm_text_many pig>> surround you, their <<if $farm_work.pig.monster is true>>hands and tongues<<else>>tongues<</if>> exploring your body.<<gstress>><<garousal>><<stress 6>><<arousal 600>>
 	You push them away as best you can.<br><br>
 
 	"Away!" you shout, <span class="green">your voice firm and sure.</span> The <<farm_text_many pig>> back away from you, giving you space to stand.
@@ -921,7 +921,7 @@ You open your mouth to scold, but you only manage a yell as you are yanked over
 	<<link [[Next|Farm Work]]>><</link>>
 	<br>
 <<else>>
-	The <<farm_text_many pig>> surround you, their <<if $farm_work.pig.monster is true>>hands and tongues<<else>>tongues<</if>> exploring your body. You push them away as best you can.<<gstress>><<garousal>><<stress 6>><<arousal 6>>
+	The <<farm_text_many pig>> surround you, their <<if $farm_work.pig.monster is true>>hands and tongues<<else>>tongues<</if>> exploring your body. You push them away as best you can.<<gstress>><<garousal>><<stress 6>><<arousal 600>>
 	<br><br>
 
 	"A-Away," you say, <span class="red">but your voice trembles and the <<farm_text_many pig>> ignore you.</span> They continue their assualt. They grasp and tear, and soon have your <span class="pink">clothes reduced to tatters.</span><<clothesruined>>
@@ -1071,7 +1071,7 @@ Their tongues attack from all angles, licking you all over. At last, they back a
 You scream as the <<farm_text pig>> yanks you into the pen. You land in a pile of mud with a squelch.
 <br><br>
 
-The <<farm_text_many pig>> surround you, their <<if $farm_work.pig.monster is true>>hands and tongues<<else>>tongues<</if>> exploring your body. You push them away as best you can.<<gstress>><<garousal>><<stress 6>><<arousal 6>>
+The <<farm_text_many pig>> surround you, their <<if $farm_work.pig.monster is true>>hands and tongues<<else>>tongues<</if>> exploring your body. You push them away as best you can.<<gstress>><<garousal>><<stress 6>><<arousal 600>>
 <br><br>
 
 <<npc Alex>><<person1>>
@@ -1299,17 +1299,17 @@ Alex arrives at the stable, and runs along the lane. "You okay?" <<he>> asks. "Y
 
 	<<if !$worn.upper.type.includes("naked")>>
 		<<if $worn.upper.integrity gte 40>>
-			"I don't think so." <<farm_He horse>> grasps your $worn.upper.name and jerks <<farm_his horse>> hand, tearing and loosening the fabric. <<farm_He horse>> pushes <<farm_his horse>> hand down the front, and fondles your <<breasts>>.<<garousal>><<arousal 6>>
+			"I don't think so." <<farm_He horse>> grasps your $worn.upper.name and jerks <<farm_his horse>> hand, tearing and loosening the fabric. <<farm_He horse>> pushes <<farm_his horse>> hand down the front, and fondles your <<breasts>>.<<garousal>><<arousal 600>>
 			<br><br>
 			<<set $worn.upper.integrity -= 40>>
 		<<else>>
-			"I don't think so." <<farm_He horse>> grasps your $worn.upper.name and jerks <<farm_his horse>> hand, <span class="pink">tearing it from your body.</span> Now exposed, <<farm_he horse>> fondles your <<breasts>> with both hands.<<garousal>><<arousal 6>>
+			"I don't think so." <<farm_He horse>> grasps your $worn.upper.name and jerks <<farm_his horse>> hand, <span class="pink">tearing it from your body.</span> Now exposed, <<farm_he horse>> fondles your <<breasts>> with both hands.<<garousal>><<arousal 600>>
 			<br><br>
 			<<set $worn.upper.integrity -= 40>>
 			<<integritycheck no_text>><<exposure>>
 		<</if>>
 	<<else>>
-		<<farm_He horse>> grasps your hair and yanks your head down with one hand, while <<farm_he horse>> fondles your <<breasts>> with the other.<<garousal>><<arousal 6>>
+		<<farm_He horse>> grasps your hair and yanks your head down with one hand, while <<farm_he horse>> fondles your <<breasts>> with the other.<<garousal>><<arousal 600>>
 		<br><br>
 	<</if>>
 	<<if $farm.beasts.horses lte -20 and $rng gte 51>>
@@ -1333,17 +1333,17 @@ Alex arrives at the stable, and runs along the lane. "You okay?" <<he>> asks. "Y
 
 	<<if !$worn.upper.type.includes("naked")>>
 		<<if $worn.upper.integrity gte 40>>
-			It grasps your $worn.upper.name in its mouth and jerks its head, tearing and loosening the fabric. It shoves its tongue down the front, licking your skin and fondling your <<breasts>><<garousal>><<arousal 6>>
+			It grasps your $worn.upper.name in its mouth and jerks its head, tearing and loosening the fabric. It shoves its tongue down the front, licking your skin and fondling your <<breasts>><<garousal>><<arousal 600>>
 			<br><br>
 			<<set $worn.upper.integrity -= 40>>
 		<<else>>
-			It grasps your $worn.upper.name in its mouth and jerks its head, <span class="pink">tearing it away from your body.</span> Now exposed, it runs its tongue over your bare skin, fondling your <<breasts>>.<<garousal>><<arousal 6>>
+			It grasps your $worn.upper.name in its mouth and jerks its head, <span class="pink">tearing it away from your body.</span> Now exposed, it runs its tongue over your bare skin, fondling your <<breasts>>.<<garousal>><<arousal 600>>
 			<br><br>
 			<<set $worn.upper.integrity -= 40>>
 			<<integritycheck no_text>><<exposure>>
 		<</if>>
 	<<else>>
-		It bites your hair and yanks you around a bit, before releasing you and running its tongue over your chest. It licks your skin and fondles your <<breasts>>.<<garousal>><<arousal 6>>
+		It bites your hair and yanks you around a bit, before releasing you and running its tongue over your chest. It licks your skin and fondles your <<breasts>>.<<garousal>><<arousal 600>>
 		<br><br>
 	<</if>>
 	<<if $farm.beasts.horses lte -20 and $rng gte 51>>
@@ -1678,7 +1678,7 @@ You scramble out from beneath the <<farm_text horse>>, and continue to the gate.
 
 		<br><br>
 
-		It licks you. Some licks are slow and long, others quick and sharp. You fear it might try something more extreme, but it seems content to taste you. The feeling combined with its hot breath is maddening.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 6>>
+		It licks you. Some licks are slow and long, others quick and sharp. You fear it might try something more extreme, but it seems content to taste you. The feeling combined with its hot breath is maddening.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>>
 		<br><br>
 
 		You make it back to your feet, and stumble through the gate. You close it behind you. The horse neighs. <<clotheson>>
@@ -1932,7 +1932,7 @@ You enter the far end of the stall, and lean against the wall in a mating postur
 	<<if $NPCName[$NPCNameList.indexOf("Alex")].lust gte 10>>
 		You offer your arm to help Alex up. Instead, <span class="pink"><<he>> pulls you on top of <<him>>.</span>
 		<br><br>
-		"Woops," <<he>> laughs, groping your <<bottom>> with <<his>> other hand. "Watch your footing."<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 6>>
+		"Woops," <<he>> laughs, groping your <<bottom>> with <<his>> other hand. "Watch your footing."<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>>
 		<br><br>
 		<<link [[Get angry|Farm Tending Alex Lewd Angry]]>><<trauma -6>><<npcincr Alex love -1>><<npcincr Alex dom -1>><</link>><<llove>><<ldom>><<ltrauma>>
 		<br>
@@ -3130,7 +3130,7 @@ Alex produces another bottle from the alcove as you take a swig. It's strong. "D
 <br><br>
 
 <<if $NPCName[$NPCNameList.indexOf("Alex")].lust gte 10 and random(1, 2) is 2>>
-	<<He>> wraps an arm around your shoulder as <<he>> reclines again. <<His>> hand wanders down your chest.<<garousal>><<arousal 6>>
+	<<He>> wraps an arm around your shoulder as <<he>> reclines again. <<His>> hand wanders down your chest.<<garousal>><<arousal 600>>
 	<br><br>
 
 	<<link [[Push away|Farm Rest Push]]>><<npcincr Alex love -1>><<npcincr Alex lust -1>><</link>><<llove>><<llust>>
@@ -3153,7 +3153,7 @@ You shake your head. Alex takes a swig, then returns the bottle to its hiding pl
 <br><br>
 
 <<if $NPCName[$NPCNameList.indexOf("Alex")].lust gte 10 and random(1, 2) is 2>>
-	<<He>> wraps an arm around your shoulder as <<he>> reclines again. <<His>> hand wanders down your chest.<<garousal>><<arousal 6>>
+	<<He>> wraps an arm around your shoulder as <<he>> reclines again. <<His>> hand wanders down your chest.<<garousal>><<arousal 600>>
 	<br><br>
 	<<link [[Push away|Farm Rest Push]]>><<npcincr Alex love -1>><<npcincr Alex lust -1>><</link>><<llove>><<llust>>
 	<br>
diff --git a/game/overworld-plains/loc-farm/main.twee b/game/overworld-plains/loc-farm/main.twee
index 657fe4198f..c12578f56e 100644
--- a/game/overworld-plains/loc-farm/main.twee
+++ b/game/overworld-plains/loc-farm/main.twee
@@ -88,6 +88,8 @@ You are in the farmlands.
 	<</if>>
 	<<link [[Meadow (0:10)|Meadow]]>><<pass 10>><</link>>
 	<br><br>
+	<<link [[Enter the moor (0:05)|Moor]]>><<pass 5>><<set $eventskip to 1>><</link>>
+	<br>
 	<<link [[Walk towards town (0:05)|Farm Road 6]]>><<set $phase to 0>><<pass 5>><</link>>
 	<br>
 <</if>>
@@ -558,7 +560,7 @@ You put the kettle on while Alex has a shower. <<Hes>> only gone a little over a
 "Don't look," <<he>> says before entering the kitchen.
 <br><br>
 
-<<link [[Look|Farm Stage 6 Look]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><<arousal 6>><</link>><<llove>><<ldom>><<garousal>>
+<<link [[Look|Farm Stage 6 Look]]>><<npcincr Alex love -1>><<npcincr Alex dom -1>><<arousal 600>><</link>><<llove>><<ldom>><<garousal>>
 <br>
 <<link [[Don't look|Farm Stage 6 No Look]]>><<npcincr Alex love 1>><</link>><<glove>>
 <br>
diff --git a/game/overworld-plains/loc-farm/widgets.twee b/game/overworld-plains/loc-farm/widgets.twee
index e07cb05f78..9359ed0076 100644
--- a/game/overworld-plains/loc-farm/widgets.twee
+++ b/game/overworld-plains/loc-farm/widgets.twee
@@ -77,7 +77,7 @@ You've pushed yourself too much. You pass out.
 <br><br>
 <<set $danger to random(1, 10000)>>
 <<if $danger gte (9900 - $allure)>>
-	<<link [[Next|Farm Road Passout]]>><<pass 60>><<set $stress -= 2000>><</link>>
+	<<link [[Next|Moor Abduction Wake]]>><<pass 60>><<set $stress -= 2000>><<set $moor to 50>><</link>>
 	<br>
 <<else>>
 	<<ambulance>>
diff --git a/game/overworld-plains/loc-farm/work.twee b/game/overworld-plains/loc-farm/work.twee
index 093f83961c..d5ad4687af 100644
--- a/game/overworld-plains/loc-farm/work.twee
+++ b/game/overworld-plains/loc-farm/work.twee
@@ -1577,7 +1577,7 @@ You sneak up to the shed, and push the door open.
 		<</if>>
 	<</if>>
 
-	<<His>> face, arms and legs are much darker than parts protected from <<his>> days in the sun.<<garousal>><<arousal 6>>
+	<<His>> face, arms and legs are much darker than parts protected from <<his>> days in the sun.<<garousal>><<arousal 600>>
 	<br><br>
 
 	A draft blows through the gap in the door. Alex opens <<his>> eyes, but you're already gone. <<He>> shuts the door, none the wiser.
diff --git a/game/overworld-plains/loc-livestock/jobs.twee b/game/overworld-plains/loc-livestock/jobs.twee
index 8062c2802c..54644b1d0d 100644
--- a/game/overworld-plains/loc-livestock/jobs.twee
+++ b/game/overworld-plains/loc-livestock/jobs.twee
@@ -590,10 +590,10 @@ Harper steps closer. <<He>> pulls a stethoscope from behind <<his>> coat, and pr
 
 <<if $breastsize gte 7>>
 	grasps one of your <<breasts>> with <<his>> free hand. <<He>> gently fondles you.
-	<<garousal>><<arousal 6>>
+	<<garousal>><<arousal 600>>
 <<else>>
 	presses <<his>> thumb against your nipples. <<He>> rubs it in a circle, teasing you.
-	<<garousal>><<arousal 6>>
+	<<garousal>><<arousal 600>>
 <</if>>
 <br><br>
 
@@ -604,7 +604,7 @@ Harper steps closer. <<He>> pulls a stethoscope from behind <<his>> coat, and pr
 	<br><br>
 <<else>>
 	<<His>> fingers brush against your <<genitals 1>>.
-	<<garousal>><<arousal 6>>
+	<<garousal>><<arousal 600>>
 <</if>>
 <br><br>
 
@@ -621,10 +621,10 @@ Harper steps closer. <<He>> pulls a stethoscope from behind <<his>> coat, and pr
 	<<else>>
 		spreads your <<pussy>>.
 	<</if>>
-	<<garousal>><<arousal 6>>
+	<<garousal>><<arousal 600>>
 <<elseif !$worn.genitals.type.includes("chastity")>>
 	<<if $penisexist is 1 and $vaginaexist is 1>><<He>> cups and buoys your <<penis>>, as if weighing it, before spreading your <<pussy>>.<<elseif $penisexist is 1>><<He>> cups and buoys your <<penis>>, as if weighing it.<<else>><<His>> fingers spread your <<pussy>>, while another hovers in front, as if ready to plunge in at any moment.<</if>>
-	<<garousal>><<arousal 6>>
+	<<garousal>><<arousal 600>>
 <</if>>
 <br><br>
 
@@ -1169,7 +1169,7 @@ It's a while before Niki is satisfied, but eventually <<he>> has you adopt diffe
 	Remy mentioned this was just a practise shoot, but you worry the pictures would still be distributed.
 <<else>>
 	Remy mentioned this was just a practise shoot, but you wonder if the pictures would still be distributed. The thought excites you.
-	<<garousal>><<arousal 6>>
+	<<garousal>><<arousal 600>>
 <</if>>
 <br><br>
 
@@ -1370,6 +1370,7 @@ Niki interrupts. "It's alright. I got what I needed. We're ready for the proper
 		The <<beasttype>> recoils in pain and fear.
 		<<combatTrainAdvance>>
 		<br><br>
+		
 		<<link [[Next|Livestock Job Pig Gang Rape Finish]]>><<set $finish to 1>><</link>>
 	<</if>>
 <<elseif $enemyarousal gte $enemyarousalmax>>
@@ -1399,7 +1400,9 @@ Niki interrupts. "It's alright. I got what I needed. We're ready for the proper
 		<<famebestiality 30>>
 	<</if>>
 	<br><br>
-
+	
+	
+	
 	<<clotheson>>
 	<<endcombat>>
 
diff --git a/game/overworld-plains/loc-moor/abduction.twee b/game/overworld-plains/loc-moor/abduction.twee
new file mode 100644
index 0000000000..37c4c24cdd
--- /dev/null
+++ b/game/overworld-plains/loc-moor/abduction.twee
@@ -0,0 +1,1234 @@
+:: Moor Abduction [nobr]
+<<effects>>
+<<bind>>
+<<moor_captive_init>>
+<<if $daystate is "night">>
+	You see lights up ahead, illuminating a few tents. Figures cast shadows against them. Someone shoves you forward. "Keep moving."<<gpain>><<pain 4>>
+	<br><br>
+	
+	You arrive at the camp. Heads turn and leer at you. <<covered>> Some carry metal poles, tipped with prongs. They don't get gawk long. You're shoved into one of the tents.
+	<br><br>
+	
+	The interior is dominated by a large tarpaulin. Something hisses from beneath. A <<generate1>><<person1>><<person>> follows you in, and wrests you to the ground. <<He>> ties the ropes binding your arms to a chain buried in the ground.
+	<br><br>
+	
+	"Sleep tight," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> laughs as <<he>> exits.
+	<br><br>
+	
+	<<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>>
+	<br>
+<<else>>
+	You hear voices ahead. You crest a hillock, and see a bustling camp. Many small cages lie to the side. Shapes move within, but they stick to the shadows.
+	<br><br>
+	<<generate1>><<person1>>"Just in time," a <<person>> says, meeting your entourage. <<He>> holds a metal pole, tipped with prongs. Some of the others carry similar.
+	<br><br>
+	<<His>> eyes flick over your body. <<covered>> "Remy will like this one." <<He>> turns. "We're moving out." <<he>> shouts to the camp. "Stop lazing."
+	<br><br>
+	
+	
+	<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
+	<br>
+<</if>>
+
+
+
+:: Moor Abduction Wake [nobr]
+<<set $location to "moor">><<set $outside to 1>><<effects>>
+<<bind>>
+<<moor_captive_init>>
+<<generate1>><<generate2>>
+You awaken, your face cold and wet. A <<person1>><<person>> stands above you, an empty bucket in <<his>> hands. Others stand with <<him>>. Some hold metal poles, tipped with prongs. "<<pShes>> awake," <<he>> says. "Get <<phim>> up. Remy will like this one."
+<br><br>
+	
+<<if $daystate is "night">>
+	You try to stand, but your arms are bound behind your back. Rough hands haul you to your feet. <<covered>>
+	<br><br>
+	You can't see far in the dark, but you think you're on the moor. Lights illuminate a circle of tents. A <<person2>><<person>> shoves you into one.
+	<br><br>
+	
+	The interior is dominated by a large tarpaulin. Something hisses from beneath. The <<person>> follows you in, and wrests you to the ground. <<He>> ties the ropes binding your arms to a chain buried in the ground.
+	<br><br>
+	"Sleep tight," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> laughs as <<he>> exits.
+	<br><br>
+	
+	<<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>>
+	<br>
+<<else>>
+	You try to stand, but your arms are bound behind your back. Rough hands haul you to your feet. <<covered>>
+	<br><br>
+	You're on the moor. You see small cages stacked some distance away. Shapes move within, but they stick to the shadows.
+	<br><br>
+	
+	"We're moving out," barks a <<person2>><<person>>. "Stop lazing."
+	<br><br>
+	
+	<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Abduction Tent [nobr]
+<<set $outside to 0>><<effects>>
+
+You are alone in a tent, tied to a chain buried in the earth. You hear snoring outside, and hissing from beneath a nearby tarpaulin.
+<br><br>
+<<moor_binding_text>>
+<br><br>
+	
+<<if $stress gte 10000>>
+	It's too much for you. You pass out.
+	<br><br>
+		
+	<<passout>>
+	<<link [[Next|Moor Abduction Remy Wake]]>><<end_moor_captive>><<pass 60>><</link>>
+	<br>
+<<elseif $daystate isnot "night">>
+	You hear activity outside. A <<generate1>><<person1>><<person>> steps into the tent, and crouches behind your chain. <<He>> fiddles with your bindings while the others lift cages from beneath the tarpaulin.
+	<br><br>
+	
+	You're pushed outside once freed. They soon have the camp disassembled. They shove you into motion as they begin a march across the moor.
+	<br><br>
+	
+	<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
+	<br>
+<<else>>
+	
+	<<if $moor_binding gte 1>>
+		<<link [[Loosen your binds (1:00)|Moor Abduction Tent Loosen]]>><<pass 60>><</link>>
+		<br>
+	<<else>>
+		<<link [[Escape|Moor Abduction Escape]]>><</link>>
+		<br>
+	<</if>>
+	<<link [[Sleep|Moor Abduction Sleep]]>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Abduction Walk [nobr]
+<<set $outside to 1>><<effects>>
+
+You're marched across the moor, enduring the ogling stares of your captors.
+<<set $moor -= 5>><<pass 60>>
+<<if $moor lte 10>>
+	You arrive at a tall fence. Through the bars you see grazing
+	<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f" or $bestialitydisable is "t">>
+		<<if $beastmalechance is 100>>
+			bullboys.
+		<<elseif $beastmalechance is 0>>
+			cowgirls.
+		<<else>>
+			bullboys and cowgirls.
+		<</if>>
+	<<else>>
+		cattle.
+	<</if>>
+	<br><br>
+	You arrive in front of a gate. The sign beside it reads: <span class="red">"Remy estate"</span>
+	<br><br>
+	
+	<<link [[Next|Moor Abduction Remy]]>><<end_moor_captive>><</link>>
+	<br>
+	
+<<elseif $moor is 20>>
+	The terrain becomes less rocky. Plains of heather stretch ahead of you.
+<<elseif $moor is 50>>
+	The terrain becomes less boggy. Strange rock formations lie ahead.
+<<elseif $moor gte 51>>
+	They sometimes walk in single file. They seem to know the land.
+<<elseif $moor gte 21>>
+	They avoid the strange rock formations.
+<<else>>
+	Their boots flatten the heather.
+<</if>>
+<br><br>
+
+
+<<if $moor gte 11>>
+	<<moor_binding_text>>
+	<br><br>
+	<<if $stress gte 10000>>
+		It's too much for you. Your vision fades.
+		<br><br>
+		
+		<<passout>>
+		<<link [[Next|Moor Abduction Remy Wake]]>><<end_moor_captive>><<pass 60>><</link>>
+		<br>
+	<<elseif $daystate is "night">>
+		"Set camp," the cry goes up. "We're not traveling in the dark."
+		<br><br>
+		
+		<<if $moor lte 20>>
+			You hear some grumbling about almost being back at the estate, but they get to work regardless.
+		<</if>>
+		They put up lights, and begin to raise tents. You're left unoccupied, for now.
+		<br><br>
+		
+		<<if $moor gte 51>>
+			You peer into the dark. You're surrounded by hidden pools and sinkholes. Escape would be difficult.
+			<br><br>
+			
+			<<if $moor_binding lte 0>>
+				<<link [[Break your bonds and run|Moor Abduction Mire Run]]>><<unbind>><</link>><<athleticsdifficulty 900, 1900>>
+			<<else>>
+				<<link [[Run|Moor Abduction Mire Run]]>><</link>><<athleticsdifficulty 900, 1900>>
+			<</if>>
+			<br>
+		<<elseif $moor gte 21>>
+			You peer into the dark. Running across such uneven ground in the dark could be dangerous.
+			<br><br>
+			
+			<<if $moor_binding lte 0>>
+				<<link [[Break your bonds and run|Moor Abduction Rock Run]]>><<unbind>><</link>><<athleticsdifficulty 800, 1500>>
+			<<else>>
+				<<link [[Run|Moor Abduction Rock Run]]>><</link>><<athleticsdifficulty 800, 1500>>
+			<</if>>
+			<br>
+		<<else>>
+			You peer into the dark. You could run, but they'll soon notice you're gone, and give chase.
+			<br><br>
+			
+			<<if $moor_binding lte 0>>
+				<<link [[Break your bonds and run|Moor Abduction Plain Run]]>><<unbind>><</link>><<athleticsdifficulty 500, 1500>>
+			<<else>>
+				<<link [[Run|Moor Abduction Plain Run]]>><</link>><<athleticsdifficulty 500, 1500>>
+			<</if>>
+			<br>
+		<</if>>
+		<<if $submissive gte 1000>>
+			<<link [[Stay put (0:30)|Moor Abduction Camp Bide]]>><<pass 30>><</link>>
+			<br>
+		<<else>>
+			<<link [[Bide your time (0:30)|Moor Abduction Camp Bide]]>><<pass 30>><</link>>
+			<br>
+		<</if>>
+	<<elseif $rng gte 81>>
+		"We'll search here," shouts an authoritative voice. The ground is flat, and metal chains have been buried in the earth. They've camped here before.
+		<br><br>
+		
+		The thugs form into groups that leave the camp in different directions, taking empty cages with them. Only two thugs remain to guard you.
+		<br><br>
+		
+		<<if $moor_binding gte 1>>
+			<<link [[Seduce and deceive|Moor Abduction Seduce]]>><</link>>
+			<br>
+			<<link [[Loosen your bindings (1:00)|Moor Abduction Loosen]]>><<pass 60>><</link>>
+			<br>
+		<<else>>
+			<<link [[Break your bonds and attack|Moor Abduction Attack]]>><<unbind>><</link>>
+			<br>
+			<<link [[Bide your time (1:00)|Moor Abduction Bide]]>><<pass 60>><</link>>
+			<br>
+		<</if>>
+	<<elseif $rng gte 61>>
+		<span class="red">A terrible screech pierces the air.</span><<ggstress>><<stress 12>>
+		<br><br>
+		The thugs crowd closer, clutching their weapons, eyes darting up at the sky. Another screech chills you, but this one is further away. The thugs relax.
+		<br><br>
+		<<generate1>><<person1>>"Stop standing around," shouts a <<person>>, almost mastering the fear in <<his>> voice. "We've got work to do." Your entourage moves once more.
+		<br><br>
+		
+		<<endevent>>
+		<<moor_captive_actions>>
+		
+	<<elseif $rng gte 41>>
+		You feel a hand grope your <<bottom>>. A <<generate1>><<person1>><<person>> is the culprit. <<He>> walks awfully close.<<gstress>><<garousal>><<stress 6>><<arousal 600>>
+		<br><br>
+		
+		No one seems to notice, or care.
+		<br><br>
+		
+		<<link [[Get angry|Moor Abduction Angry]]>><<def 1>><<trauma -6>><</link>><<ltrauma>>
+		<br>
+		<<link [[Endure|Moor Abduction Endure]]>><<sub 1>><<trauma 6>><</link>><<gtrauma>>
+	<<elseif $rng gte 21>>
+		<<if $moor gte 51>>
+			
+			You hear a scream from up ahead, and then from behind. Strange, slimy creatures lunge from black pools. You're shunted to the middle of the group, but glimpse sparks as the thugs defend themselves with their long weapons.
+			<br><br>
+			
+			Most of the creatures flee, but some remain, shocked and immobile. Your captors load them into cages before moving once again.
+			<<if $awarelevel gte 2>>
+				The group feels smaller than before.
+			<</if>>
+			<br><br>
+			
+		<<elseif $moor gte 21>>
+			You hear a scream from up ahead, and then from behind. Strange, slimy creatures lunge from atop the strange rock formations. You're shunted to the middle of the group, but glimpse sparks as the thugs defend themselves with their long weapons.
+			<br><br>
+			
+			Most of the creatures flee, but some remain, shocked and immobile. Your captors load them into cages before moving once again.
+			<br><br>
+		<<else>>
+			You hear a scream from up ahead, and then from behind. Strange, slimy creatures lunge from the heather. You're shunted to the middle of the group, but glimpse sparks as the thugs defend themselves with their long weapons.
+			<br><br>
+			
+			Most of the creatures flee, but some remain, shocked and immobile. Your captors load them into cages before moving once again.
+			<br><br>
+		<</if>>
+		
+		<<endevent>>
+		<<moor_captive_actions>>
+	<<else>>
+		<<generate1>><<person1>>
+		A <<person>> approaches you, holding out a canteen. "Here <<girl>>," <<he>> says. "Keep you on your feet."
+		<br><br>
+		
+		<<link [[Drink|Moor Abduction Drink]]>><</link>>
+		<br>
+		<<if $skulduggery gte 100>>
+			<<link [[Sniff it first|Moor Abduction Sniff]]>><</link>>
+			<br>
+		<</if>>
+		<<link [[Refuse|Moor Abduction Refuse]]>><</link>>
+		<br>
+	<</if>>
+<</if>>
+
+
+:: Moor Abduction Remy [nobr]
+<<effects>>
+
+<<generate1>><<generate2>><<generate3>>
+You're pushed through the gates. The entourage disperses, some carrying the cages down a flight of stone steps leading into the earth, others following a wooded trail.
+<br><br>
+
+You're dragged away from the entrance by a <<person1>><<person>>, and into a small barn. A <<generate2>><<person2>><<person>> and <<generate3>><<person3>><<person>> are already inside. They weren't part of the group that brought you here. They examine you.
+<br><br>
+
+<<person2>>"You weren't lying," the <<person>> says. "Good stock. Would make a fine breeder."
+<br><br>
+
+<<person3>>"Breeder?" the <<person>> interjects. "I'm more interested in the produce. Gonna make a killing." <<He>> advances on you, a metal chain and collar in <<his>> hand.
+<br><br>
+
+<<link [[Protest|Street Van Protest]]>><<def 1>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>>
+<br>
+<<link [[Fight|Street Van Fight]]>><<def 1>><<set $fightstart to 1>><</link>>
+<br>
+<<link [[Submit|Street Van Submit]]>><<sub 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>>
+<br>
+
+:: Moor Abduction Remy Wake [nobr]
+<<effects>>
+
+You awaken on a wooden floor, a cold heavy weight around your neck. Three figures loom over you.
+<<neckwear 1>>
+<br><br>
+<<person2>>"You weren't lying," a <<person>> says. "Good stock. Would make a fine breeder."
+<br><br>
+
+<<person3>>"Breeder?" a <<person>> interjects. "I'm more interested in the produce. Gonna make a killing." <<He>> grasps the leash attached to your collar, and forces you to your feet. You're in a small barn. The <<person>> tugs you behind <<him>>.
+<br><br>
+
+<<link [[Next|Livestock Intro]]>><<endevent>><</link>>
+<br>
+
+:: Moor Abduction Plain Run [nobr]
+<<effects>>
+
+You run into the heather, and hear a cry from behind a few moments later. You spare a glance over your shoulder. Three thugs sprint after you.
+<<if $athletics gte random(500, 1500)>>
+	One by one, <span class="green">they tire and fall behind.</span>
+	<br><br>
+	<<pass 10>>
+	You keep running long after losing your pursuers, until you collapse on a bed of heather.<<gtiredness>><<tiredness 6>>
+	<br><br>
+	<<earnFeat "Slippery">>
+	<<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>>
+	<br>
+<<else>>
+	A <<generate1>><<person1>><<person>> proves faster than the others, <span class="red">catching up with you,</span> and tackling you to the ground. You struggle, but the others soon arrive, panting, and help restrain you.
+	<br><br>
+	
+	You're dragged back to the entourage.
+	<br><br>
+	
+	<<link [[Next|Moor Abduction Punish]]>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Abduction Rock Run [nobr]
+<<effects>>
+
+You break into a run, and hear a cry from behind a few moments later. You spare a glance over your shoulder. Three thugs sprint after you.
+<<if $athletics gte random(800, 1500)>>
+	One by one, <span class="green">they trip and fall behind.</span>
+	<<pass 10>>
+	You keep running long after losing your pursuers, and you stop to rest upon a waist-high rock.<<gtiredness>><<tiredness 6>>
+	<br><br>
+	<<earnFeat "Slippery">>
+	<<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>>
+	<br>
+<<else>>
+	They soon slow, and keep glancing at the stones litering the uneven ground. Your foot catches in a small hole,<span class="red"> and you trip</span>.<<gpain>><<pain 4>>
+	<br><br>
+	
+	A <<generate1>><<person>> is the first to catch up with you, and restrains you before you can recover. You struggle, but the others arrive to help restrain you.
+	<br><br>
+	
+	You're dragged back to the entourage.
+	<br><br>
+	
+	<<link [[Next|Moor Abduction Punish]]>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Abduction Mire Run [nobr]
+<<effects>>
+
+You break into a run, and hear a cry from behind a few moments later. You spare a glance over your shoulder. Three thugs sprint after you.
+<<if $athletics gte random(900, 1900)>>
+	They don't get far. With a cry, a <<generate1>><<person1>><<person>> is swallowed by the ground. The others stop in their tracks. <span class="green">You escape into the dark.</span>
+	<br><br>
+	<<pass 10>>
+	You keep running, careful to stick to firm ground, until your pursuers are left far behind.<<gtiredness>><<tiredness 6>>
+	<br><br>
+	<<earnFeat "Slippery">>
+	<<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>>
+	<br>
+<<else>>
+	You gain ground at first, <span class="red">until you tumble into cold water,</span> invisible in the dark. You struggle to the surface, just in time for a pair of hands to grasp your shoulders and haul you onto shore.
+	<br><br>
+	
+	<<generate1>><<person1>>A <<person>> pulls you to your feet. You struggle, but the others arrive to help restrain you.
+	<br><br>
+	
+	You're dragged back to the entourage.
+	<br><br>
+	
+	<<link [[Next|Moor Abduction Punish]]>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Abduction Punish [nobr]
+<<effects>>
+
+<<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
+<<if $leftarm isnot "bound" or $rightarm isnot "bound">>
+	<<bind>>
+	<<set $moor_binding to 6>>
+	The thugs watch as the <<person>> binds your arms, and ties you to a wooden post.
+<<else>>
+	The thugs watch as the <<person>> ties you to a wooden post.
+<</if>>
+"Now you've done it," <<he>> says, stepping in front of you. <span class="red"><<He>> jabs <<his>> fist into your abdomen.</span><<gpain>><<ggstress>>
+<br><br>
+<<bruise tummy>>
+"This is what you get for misbehaving." <<He>> nods at a <<person2>><<person>>, who steps forward.
+<br><br>
+
+The <<person>> grasps your <<breasts>>, and gives them a painful squeeze.<<gpain>><<ggstress>>
+<br><br>
+<<bruise chest>>
+
+A <<person3>><<person>> steps forward next, and forces you to turn, baring your back to the audience. <<He>> gives your <<bottom>> a firm smack. And then another.<<ggstress>><<gpain>>
+<br><br>
+<<bruise bottom>>
+
+A <<person4>><<person>> is next in line. <<Hes>> punching <<his>> palm while eyeing up your body, as if deciding where to attack, when <<his>> foot catches on something. <<He>> tumbles to the ground.<<lstress>><<stress -6>>
+<br><br>
+
+Laughter erupts from <<his>> colleagues. They no longer seem interested in punishing you, for now. The <<person1>><<person>> unties you from the post.
+<br><br>
+
+<<if $daystate is "night">>
+	<<link [[Next|Moor Abduction Punish Tent]]>><<endevent>><</link>>
+	<br>
+<<else>>
+	<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Abduction Punish Tent [nobr]
+<<effects>>
+
+A <<generate1>><<person1>><<person>> grasps your bindings, and forces you into a tent. <<He>> wrests you to the ground beside a large tarpaulin, and ties you to a chain buried in the earth. You hear a hiss beneath the sheet.
+<br><br>
+
+"Rest up," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> spits as <<he>> leaves the tent.
+<br><br>
+
+<<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>>
+<br>
+
+
+:: Moor Abduction Camp Bide [nobr]
+<<effects>>
+
+They finish setting up the tents, and load the cages into the smallest. A <<generate1>><<person1>><<person>> grasps your bindings, and forces you into the same tent. <<He>> wrests you to the ground, and ties you to a chain buried in the earth.
+<br><br>
+
+"Rest up," <<he>> says. "Don't want you looking haggard when we arrive." <<He>> spits as <<he>> leaves the tent.
+<br><br>
+
+<<link [[Next|Moor Abduction Tent]]>><<endevent>><</link>>
+<br>
+
+
+:: Moor Abduction Seduce [nobr]
+<<effects>>
+
+
+<<set $seductiondifficulty to 8000>>
+<<seductioncheck>>
+<br><br>
+<<if $seductionskill lt 1000>>
+	<span class="gold">You feel more confident in your powers of seduction.</span>
+	<br><br>
+<</if>>
+<<seductionskilluse>>
+
+<<generate1>><<generate2>>
+You lock eyes with a <<person1>><<person>>. "I'm bored," you say. "If only there was a way we could-" You pause, and run your eyes over <<his>> body. "Entertain ourselves."
+<br><br>
+<<if $seductionrating gte $seductionrequired>>
+	The <<person1>><<person>> walks closer, but the <<person2>><<person>> steps in <<person1>><<his>> way. "I'm not being left out," <<person2>><<he>> says.
+	<br><br>
+	"If only I could use my hands," you say. "Then I'd satisfy you both."
+	<br><br>
+	The <<person1>><<person>> shoves in front, <span class="green">and fumbles with your bindings.</span>
+	<br><br>
+	<<unbind>>
+	
+	<<link [[Next|Moor Abduction Seduce Rape]]>><<set $molestationstart to 1>><</link>>
+	<br>
+
+<<else>>
+
+	The <<person1>><<person>> walks closer, but the <<person2>><<person>> steps in <<his>> way. "I'm not being left out," <<he>> says.
+	<br><br>
+	"If only I could use my hands," you say. "Then I'd satisfy you both."
+	<br><br>
+	<span class="red">The <<person2>><<person>> laughs.</span> "I prefer you like this," <<he>> says. The pair close in.
+	<br><br>
+	
+	<<link [[Next|Moor Abduction Seduce Rape]]>><<set $molestationstart to 1>><</link>>
+	<br>
+
+<</if>>
+
+:: Moor Abduction Seduce Rape [nobr]
+<<if $molestationstart is 1>>
+	<<set $molestationstart to 0>>
+	<<controlloss>>
+	<<violence 1>>
+	<<neutral 1>>
+	<<molested>>
+
+	<<maninit>>
+<</if>>
+
+<<effects>>
+
+<<effectsman>><<man>>
+
+<<stateman>>
+<br><br>
+<<actionsman>>
+
+<<if $enemyhealth lte 0>>
+	<span id="next"><<link [[Next|Moor Abduction Seduce Rape Finish]]>><</link>></span><<nexttext>>
+<<elseif $enemyarousal gte $enemyarousalmax>>
+	<span id="next"><<link [[Next|Moor Abduction Seduce Rape Finish]]>><</link>></span><<nexttext>>
+<<else>>
+	<span id="next"><<link [[Next|Moor Abduction Seduce Rape]]>><</link>></span><<nexttext>>
+<</if>>
+
+:: Moor Abduction Seduce Rape Finish [nobr]
+<<effects>>
+<<if $enemyarousal gte $enemyarousalmax>>
+	<<ejaculation>>
+	<<if $leftarm is "bound" and $rightarm is "bound">>
+		The pair lie on the earth, exhausted, <span class="red">but the <<person1>><<person>> keeps a tight hold on your bindings.</span>
+		<br><br>
+		<<tearful>> you're jerked to your feet.
+		<br><br>
+		<<clotheson>>
+		<<endcombat>>
+		<<link [[Next|Moor Abduction Walk]]>><<pass 60>><</link>>
+		<br>
+	<<else>>
+		The pair lie on the earth, exhausted. You seize the opportunity, <span class="green">and run from the camp.</span> They weakly grope the air after you.
+		<br><br>
+		<<tearful>> you slump to the ground a safe distance away.
+		<br><br>
+		<<clotheson>>
+		<<endcombat>>
+		<<earnFeat "Slippery">>
+		<<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>>
+		<br>
+	<</if>>
+<<else>>
+	The <<person1>><<person>> trips over one of the chains buried in the earth. <<He>> grasps the <<person2>><<person>>'s arm, and they both tumble to the ground.
+	<br><br>
+	You seize the opportunity, and run from the camp.
+	<br><br>
+	<<tearful>> you slump to the ground a safe distance away.
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+	<<earnFeat "Slippery">>
+	<<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>>
+	<br>
+
+<</if>>
+
+
+:: Moor Abduction Loosen [nobr]
+<<effects>>
+
+<<set $moor_binding -= 1>>
+You work against your bindings. 
+<<if $moor_binding lte 0>>
+	<span class="green">You feel them come loose.</span> You should be able to break free, but you need to choose the right moment.
+	<br><br>
+<<else>>
+	<span class="lblue">They feel a bit weaker.</span>
+	<br><br>
+<</if>>
+
+The thugs return to camp, group by group. Some look roughed up, and some of the cages are no longer empty.
+<br><br>
+
+<<if $rng gte 81>>
+	All but one of the groups return. The thugs wait a while, but soon lose patience. "Leave em," a <<generate1>><<person1>><<person>> says. "These things won't keep."
+	<br><br>
+	"Move out," goes the cry. Cages are lifted, and you're shoved forward once more.
+	<br><br>
+<<else>>
+	"Move out," goes the cry as the last group arrive. Cages are lifted, and you're shoved forward once more.
+	<br><br>
+<</if>>
+
+<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
+<br>
+
+:: Moor Abduction Bide [nobr]
+<<effects>>
+
+
+The thugs return to camp, group by group. Some look roughed up, and some of the cages are no longer empty.
+<br><br>
+
+<<if $rng gte 81>>
+	All but one of the groups return. The thugs wait a while, but soon lose patience. "Leave em," a <<generate1>><<person1>><<person>> says. "These things won't keep."
+	<br><br>
+	"Move out," goes the cry. Cages are lifted, and you're shoved forward once more.
+	<br><br>
+<<else>>
+	"Move out," goes the cry as the last group arrive. Cages are lifted, and you're shoved forward once more.
+	<br><br>
+<</if>>
+
+<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
+<br>
+
+
+:: Moor Abduction Attack [nobr]
+<<effects>>
+<<unbind>>
+You catch one of the guards, a <<generate1>><<person1>><<person>>, unprepared. You charge <<him>>, colliding with <<his>> back and sending <<him>> stumbling into the nest of cages.
+<br><br>
+<<endevent>>
+
+The <<generate1>><<person1>><<person>> recovers from surprise, and rolls up <<his>> sleeves. "Idiot," <<he>> spits. "I can manage a <<bitch>> like you by myself."
+<br><br>
+
+<<link [[Next|Moor Abduction Fight]]>><<set $fightstart to 1>><</link>>
+<br>
+
+
+:: Moor Abduction Fight [nobr]
+<<if $fightstart is 1>>
+	<<set $fightstart to 0>>
+
+	<<neutral 1>>
+
+	<<maninit>>
+	<<set $enemytrust -= 100>>
+	<<set $enemyanger += 200>>
+	<<npcidlegenitals>>
+
+<</if>>
+
+<<effects>>
+<<effectsman>><<man>>
+
+<<stateman>>
+<br><br>
+<<actionsman>>
+
+<<if $enemyhealth lte 0>>
+	<span id="next"><<link [[Next|Moor Abduction Fight Finish]]>><</link>></span><<nexttext>>
+<<elseif $enemyarousal gte $enemyarousalmax>>
+	<span id="next"><<link [[Next|Moor Abduction Fight Finish]]>><</link>></span><<nexttext>>
+<<elseif $pain gte 100 and $willpowerpain is 0>>
+	<span id="next"><<link [[Next|Moor Abduction Fight Finish]]>><</link>></span><<nexttext>>
+<<else>>
+	<span id="next"><<link [[Next|Moor Abduction Fight]]>><</link>></span><<nexttext>>
+<</if>>
+
+:: Moor Abduction Fight Finish [nobr]
+<<effects>>
+<<if $enemyarousal gte $enemyarousalmax>>
+	<<ejaculation>>
+	The <<person1>><<person>> collapses to the earth, too exausted to continue. You seize the opportunity and run. <<He>> offers only a weak grab at the air in your direction.
+	<br><br>
+	<<tearful>> you slump to the ground some distance away.
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+	<<earnFeat "Slippery">>
+	<<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>>
+	<br>
+
+<<elseif $enemyhealth lte 0>>
+	You send the <<person1>><<person>> stumbling into the cages as well, where <<he>> lands atop <<his>> friend. You seize the opportunity, and run.
+	<br><br>
+	<<tearful>> you slump to the ground some distance away.
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+	<<earnFeat "Slippery">>
+	<<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>>
+	<br>
+
+<<else>>
+	You fall to the ground, too hurt to continue. The <<person1>><<person>> helps <<his>> colleague wrestle away a strange creature that escaped. The other thugs soon arrive, most of their cages now filled.
+	<br><br>
+	<<tearful>> you're pulled to your feet. Someone binds your arms once more.<<bind>><<set $moor_binding to 6>>
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+	
+	<<link [[Next|Moor Abduction Walk]]>><<pass 60>><</link>>
+	<br>
+
+<</if>>
+
+
+:: Moor Abduction Angry [nobr]
+<<effects>>
+
+<<if $submissive gte 1150>>
+	"L-leave me alone," you say, working up your courage.
+<<elseif $submissive lte 850>>
+	"Keep your disgusting hands to yourself," you say.
+<<else>>
+	"Don't touch me," you say.
+<</if>>
+<br><br>
+
+The other thugs chuckle.
+<<if random(1, 2) is 2>>
+	The <<person>> steps away. "Wouldn't want you getting agitated," <<he>> says. "It'll sour your milk." Another chuckle.
+	<br><br>
+<<else>>
+	"Don't worry," the <<person>> says. "I'll leave you alone. Right after I finish your health check." <<He>> reaches around your chest, bringing your to a halt, and pinches your <<breasts>>.<<ggstress>><<stress 6>>
+	<br><br>
+	
+	"Stop messing around," shouts a voice from up ahead. The <<person>> releases you. "Remy will like you," <<he>> says.
+	<br><br>
+<</if>>
+
+<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
+<br>
+
+:: Moor Abduction Endure [nobr]
+<<effects>>
+
+The <<person>> continues to grope as you walk. You do your best to ignore it.
+<br><br>
+
+<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
+<br>
+
+
+:: Moor Abduction Drink [nobr]
+<<effects>>
+
+You let the <<person>> pour the canteen into your mouth.
+<<if $rng gte 91>>
+	It's sweet, and thick. The <<person>> grins.
+	<br><br>
+	You pull away as you feel a fell heat build within. The world spins, and you find yourself lying on the earth. Your <<genitals>> ache, and yearn.<<gggarousal>><<arousal 1800>><<set $drugged += 240>>
+	<br><br>
+	Rough hands grasp your shoulders, sending shivers down your body. You're pulled ot your feet. "We've a way to go yet," the <<person>> says. "You should be ready by the time we arrive."
+	<br><br>
+<<elseif $rng gte 51>>
+	It's booze, and pretty strong. You almost gag. The <<person>> chuckles.<<lstress>><<stress -6>><<set $drunk += 120>>
+	<br><br>
+<<else>>
+	It's just refreshing water.<<lstress>><<stress -6>>
+	<br><br>
+<</if>>
+
+
+
+<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
+<br>
+
+
+
+:: Moor Abduction Sniff [nobr]
+<<effects>>
+
+You sniff the proffered canteen.
+<<if $rng gte 91>>
+
+Whatever's inside is incredibly sweet. It makes you feel lightheated.
+<br><br>
+
+<<link [[Drink|Moor Abduction Drink 2]]>><<set $phase to 0>><</link>>
+<br>
+<<elseif $rng gte 51>>
+It's strong booze.
+<br><br>
+<<link [[Drink|Moor Abduction Drink 2]]>><<set $phase to 1>><</link>>
+<br>
+<<else>>
+It doesn't smell of anything. It could just be water.
+<br><br>
+<<link [[Drink|Moor Abduction Drink 2]]>><<set $phase to 2>><</link>>
+<br>
+<</if>>
+
+<<link [[Refuse|Moor Abduction Refuse]]>><</link>>
+<br>
+
+:: Moor Abduction Drink 2 [nobr]
+<<effects>>
+
+
+You let the <<person>> pour the canteen into your mouth.
+<<if $phase is 0>>
+	It's sweet, and thick. The <<person>> grins.
+	<br><br>
+	You pull away as you feel a fell heat build within. The world spins, and you find yourself lying on the earth. Your <<genitals>> ache, and yearn.<<gggarousal>><<arousal 1800>><<set $drugged += 240>>
+	<br><br>
+	Rough hands grasp your shoulders, sending shivers down your body. You're pulled ot your feet. "We've a way to go yet," the <<person>> says. "You should be ready by the time we arrive."
+	<br><br>
+<<elseif $phase is 1>>
+	It's booze, and pretty strong. You almost gag. The <<person>> chuckles.<<lstress>><<stress -6>><<set $drunk += 120>>
+	<br><br>
+<<else>>
+	It's just refreshing water.<<lstress>><<stress -6>>
+	<br><br>
+<</if>>
+
+
+
+<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
+<br>
+
+
+
+:: Moor Abduction Refuse [nobr]
+<<effects>>
+
+You shake your head. The <<person1>><<person>> shrugs. "Suit yourself."
+<br><br>
+
+<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
+<br>
+
+
+:: Moor Abduction Sleep [nobr]
+<<effects>>
+
+
+<<if $hour lte 6>>
+	<<set _sleep_hour to 6 - $hour>>
+<<elseif $hour is 23>>
+	<<set _sleep_hour to 7>>
+<<elseif $hour is 22>>
+	<<set _sleep_hour to 8>>
+<<else>>
+	<<set _sleep_hour to 9>>
+<</if>>
+
+<<for _s to 0; _s lt _sleep_hour; _s++>>
+	<<if $sleeptrouble is 1 and $controlled is 0>>
+		<<set $tiredness -= 200>>
+	<<else>>
+		<<set $tiredness -= 250>>
+	<</if>>
+	<<pass 1 hour>>
+	<<if $nightmares gte 1 and $controlled is 0>>
+		<<stress 6>>
+	<</if>>
+<</for>>
+<br><br>
+
+You lie on the ground, and close your eyes.
+
+<<if $nightmares gte 1 and $controlled is 0>>
+	Your dreams are plagued by nightmarish creatures, hissing and hunting you through the dark. You're soon awoken by noisy activity outside.
+	<br><br>
+<<else>>	
+	You struggle to sleep with the incessant hissing so close, but you must have dosed off. You're soon awoken by noisy activity outside.
+	<br><br>
+<</if>>
+
+A <<generate1>><<person1>><<person>> steps into the tent, and crouches behind your chain. <<He>> fiddles with your bindings while the others lift cages from beneath the tarpaulin.
+<br><br>
+	
+You're pushed outside once freed. They soon have the camp disassembled. They shove you into motion as they begin a march across the moor.
+<br><br>
+	
+<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
+<br>
+
+
+:: Moor Abduction Tent Loosen [nobr]
+<<effects>>
+
+<<set $moor_binding -= 1>>
+You work against your bindings. 
+<<if $moor_binding lte 0>>
+	<span class="green">You feel them come loose.</span> You should be able to break free.
+	<br><br>
+	
+	<<link [[Escape|Moor Abduction Escape]]>><</link>>
+	<br>
+	<<link [[Bide your time|Moor Abduction Tent]]>><</link>>
+	<br>
+<<else>>
+	<span class="lblue">They feel a bit weaker.</span>
+	<br><br>
+	<<link [[Next|Moor Abduction Tent]]>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Abduction Escape [nobr]
+<<effects>><<set $lock to 700>>
+
+You tear free of the rope, and rise to your feet. Most of the thugs must be asleep. You peek through the tent entrance, and see a guard sitting to one side, half-awake and surrounded by empty bottles of beer.
+<br><br>
+
+You turn back to the tarpaulin, and peek beneath. Stacks of cages, most shut and locked. There's movement within.
+<br><br>
+
+<<if $skulduggery gte $lock>>
+	<span class="green">The locks look easy to pick.</span>
+	<br><br>
+	<<link [[Open the cages (0:20)|Moor Abduction Lock]]>><<pass 20>><<stress 6>><</link>><<gstress>>
+	<br>
+<<else>>
+	<span class="blue">The locks look beyond your ability to pick.</span><<skulduggeryrequired>>
+	<br><br>
+<</if>>
+<<set $skulduggerydifficulty to 900>>
+<<link [[Sneak past the guard|Moor Abduction Sneak]]>><</link>><<skulduggerydifficulty>>
+
+
+:: Moor Abduction Lock [nobr]
+<<effects>>
+
+Careful not to make too much noise, you break into the cages, one by one. The creatures inside don't move to leave, instead shrinking away from the little light piercing the front of the tent.
+<br><br>
+
+Once finished, you take a deep breath, grasp a couple of cages, and pull them to the floor.
+<br><br>
+
+<<link [[Next|Moor Abduction Lock 2]]>><</link>>
+<br>
+
+
+:: Moor Abduction Lock 2 [nobr]
+<<effects>>
+
+The crash spurs the creatures. A flurry of slimy hides and tendrils emerge. They leap around the tent, searching for a way out, or just tearing holes in the fabric.
+<br><br>
+You're already running. You hear the guard scream behind you, followed by shouts.
+<<if $moor gte 51>>
+	You're able to take your time once outside the camp, and manage to avoid the pools littering the landscape. The camp is far too distracted to give chase, if they've even realised your gone.
+	<br><br>
+<<elseif $moor gte 21>>
+	You're able to take your time once outside the camp, and manage to avoid tripping on the rocks littering the ground. The camp is far too distracted to give chase, if they've even realised your gone.
+	<br><br>
+<<else>>
+	The camp is far too distracted to give chase, if they've even realised your gone.
+	<br><br>
+<</if>>
+
+
+<<earnFeat "Slippery">>
+<<link [[Next|Moor]]>><<end_moor_captive>><</link>>
+<br>
+:: Moor Abduction Sneak [nobr]
+<<effects>>
+
+<<generate1>><<person1>>
+You wait until the guard, a <<person>>, takes a long swig from a bottle, then slip outside.
+<br><br>
+
+<<skulduggerycheck>>
+<<if $skulduggerysuccess is 1>>
+
+	You dart around the side of the tent, <span class="green">and escape without being seen.</span>
+	<<if $daystate is "dawn">>
+		The sun rises on the horizon, but it's still dark enough to conceal you. You should be far enough away before they're awake.
+	<<else>>
+		You slip into the night. You'll be far away before anyone notices you're gone.
+	<</if>>
+	<br><br>
+
+	<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
+		<<skulduggeryskilluse>>
+	<<else>>
+		<span class="blue">That was too easy. You didn't learn anything.</span>
+		<br><br>
+	<</if>>
+	<<earnFeat "Slippery">>
+	<<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>>
+	<br>
+
+<<else>>
+
+	You dart around the side of the tent, <span class="red">but trip over a rope,</span> tumbling to the ground.
+	<br><br>
+	The <<person>> is on you before you can recover. "Naughty <<girl>>," <<he>> says, grasping your arms. "Almost gave me the slip." <<His>> eyes wander over your body.
+	<br><br>
+	<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
+		<<skulduggeryskilluse>>
+	<<else>>
+		<span class="blue">That was too easy. You didn't learn anything.</span>
+		<br><br>
+	<</if>>
+
+	<<link [[Next|Moor Abduction Rape]]>><<set $molestationstart to 1>><</link>>
+	<br>
+
+<</if>>
+
+
+:: Moor Abduction Rape [nobr]
+<<effects>>
+
+
+<<if $molestationstart is 1>>
+	<<set $molestationstart to 0>>
+	<<controlloss>>
+	<<violence 1>>
+	<<neutral 1>>
+	<<molested>>
+
+	<<maninit>>
+
+	<<set $rescue to 1>>
+<</if>>
+
+<<effects>>
+
+<<effectsman>><<man>>
+
+<<stateman>>
+<br><br>
+<<actionsman>>
+
+<<if $enemyhealth lte 0>>
+	<span id="next"><<link [[Next|Moor Abduction Rape Finish]]>><</link>></span><<nexttext>>
+<<elseif $enemyarousal gte $enemyarousalmax>>
+	<span id="next"><<link [[Next|Moor Abduction Rape Finish]]>><</link>></span><<nexttext>>
+<<elseif $alarm is 1 and $rescue is 1>>
+	<span id="next"><<link [[Next|Moor Abduction Rape Finish]]>><</link>></span><<nexttext>>
+<<else>>
+	<span id="next"><<link [[Next|Moor Abduction Rape]]>><</link>></span><<nexttext>>
+<</if>>
+
+:: Moor Abduction Rape Finish [nobr]
+<<effects>>
+<<if $enemyarousal gte $enemyarousalmax>>
+	<<ejaculation>>
+	<<He>> binds your arms with rope, and wrestles you back into the tent, before tying you to the chain once more.
+	<br><br>
+	<<He>> downs the rest of <<his>> bottle as <<he>> leaves the tent.
+	<<clotheson>>
+	<<endcombat>>
+	
+	<<bind>>
+	<<set $moor_binding to 6>>
+	<<link [[Next|Moor Abduction Tent]]>><</link>>
+	<br>
+
+<<elseif $enemyhealth lte 0>>
+	You shove the <<person1>><<person>> away from you. <<tearful>> you run.
+	<br><br>
+	<<if $daystate is "night">>
+		The <<person>> gives chase, but you lose <<him>> in the dark.
+	<<else>>
+		The <<person>> gives chase, but you lose <<him>> in the morning gloom.
+	<</if>>
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+	<<link [[Next|Moor]]>><<end_moor_captive>><<set $eventskip to 1>><</link>>
+
+<<else>>
+	
+	The <<person1>><<persons>> colleagues emerge from their tents, drawn by your cry. They look tired, and upset by the disturbance.
+	<br><br>
+	<<generate2>><<person2>>
+	"You're supposed to keep <<phim>> in <<pher>> tent," a <<person>> says. "Not out here and waking the whole camp up."
+	<br>
+	"You should be grateful," the <<person1>><<person>> responds. "<<pShe>> slipped <<pher>> rope. That wasn't my fault."
+	<br>
+	<<generate3>><<person3>>
+	A <<person>> steps forward. "This <<girl>> needs a lesson if you ask me," <<he>> says. There's a murmer of agreement.
+	<br><br>
+	You back against the tent as the thugs close in.
+	<br><br>
+	<<endcombat>>
+	
+	<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>
+	
+	<<link [[Next|Moor Abduction Gang Rape]]>><<set $molestationstart to 1>><</link>>
+
+<</if>>
+
+:: Moor Abduction Gang Rape [nobr]
+<<effects>>
+
+<<if $molestationstart is 1>>
+	<<set $molestationstart to 0>>
+	<<controlloss>>
+	<<violence 1>>
+	<<neutral 1>>
+	<<molested>>
+
+	<<maninit>>
+
+<</if>>
+
+<<effects>>
+
+<<effectsman>><<man>>
+
+<<stateman>>
+<br><br>
+<<actionsman>>
+
+<<if $enemyhealth lte 0>>
+	<span id="next"><<link [[Next|Moor Abduction Gang Rape Finish]]>><</link>></span><<nexttext>>
+<<elseif $enemyarousal gte $enemyarousalmax>>
+	<span id="next"><<link [[Next|Moor Abduction Gang Rape Finish]]>><</link>></span><<nexttext>>
+<<else>>
+	<span id="next"><<link [[Next|Moor Abduction Gang Rape]]>><</link>></span><<nexttext>>
+<</if>>
+
+:: Moor Abduction Gang Rape Finish [nobr]
+<<effects>>
+<<if $enemyarousal gte $enemyarousalmax>>
+	<<ejaculation>>
+	The <<person1>><<person>> and <<person2>><<person>> haul you back inside the tent, and shove you to the ground. They bind your arms once more, and tie you to the chain.
+	<br><br>
+	You hear your captors return to their own tents.
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+	<<bind>>
+	<<set $moor_binding to 6>>
+	<<link [[Next|Moor Abduction Tent]]>><</link>>
+	<br>
+
+<<else>>
+	The thugs back away from you, stunned by your aggression.
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+	<<generate1>><<person1>>"Can't even subdue one <<girl>>," laughs a <<person>>.
+	<br>
+	"Shut your fucking face."
+	<br>
+	"Make m-"
+	<br><br>
+	<<He>> staggers back as a fist collides with <<his>> nose. Others jump to <<his>> defence, and the camp erupts into a brawl.
+	<br><br>
+	<<if $daystate is "night">>
+		<<tearful>> you run into the night.
+	<<else>>
+		<<tearful>> you run into the morning gloom.
+	<</if>>
+	The camp is too busy to notice your flight.
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<endevent>><<end_moor_captive>><<set $eventskip to 1>><</link>>
+	<br>
+
+<</if>>
+
+
+:: Moor Abduction Walk Loosen [nobr]
+<<effects>>
+
+
+You work against your bindings, hoping nobody notices.
+<<set $moor_binding -= 1>>
+<<if $moor_binding lte 0>>
+	<span class="green">You feel them come loose.</span> You should be able to break free, but you need to choose the right moment.
+	<br><br>
+<<else>>
+	<span class="lblue">They feel a bit weaker.</span>
+	<br><br>
+<</if>>
+
+
+<<skulduggerycheck>>
+<<if $skulduggerysuccess is 1>>
+
+	<span class="green">No one notices your fidgeting.</span>
+	<br><br>
+
+	<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
+		<<skulduggeryskilluse>>
+	<<else>>
+		<span class="blue">That was too easy. You didn't learn anything.</span>
+		<br><br>
+	<</if>>
+
+
+<<else>>
+
+	<<if random(1, 2) is 2>>
+		<span class="red">A hand smacks the back of your head.</span> "Quit fidgeting," says a <<generate1>><<person1>><<person>>. "You're going where we say you're going."<<gpain>><<gstress>><<stress 6>><<pain 4>>
+		<br><br>
+	<<else>>
+		<span class="red">"Stop fidgeting!"</span> shouts a voice behind you. "Unless you want a beating."<<ggstress>><<stress 12>>
+		<br><br>
+	<</if>>
+
+	<<if $skulduggery lte ($skulduggerydifficulty + 100)>>
+		<<skulduggeryskilluse>>
+	<<else>>
+		<span class="blue">That was too easy. You didn't learn anything.</span>
+		<br><br>
+	<</if>>
+
+
+<</if>>
+
+<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
+<br>
+
+:: Moor Abduction Fantasise [nobr]
+<<effects>>
+
+You imagine all the terrible things you'll do to your captors when you break free. 
+
+<<if $rng gte 81>>
+	<<generate1>><<person1>>
+	"What you smiling about?" A <<person1>><<person>> asks. You look <<him>> in the eye, but don't say anything. <<He>> looks away first.<<ltrauma>><<trauma -6>>
+<<else>>
+	You feel stronger.
+<</if>>
+<br><br>
+
+<<link [[Next|Moor Abduction Walk]]>><<endevent>><</link>>
+<br>
diff --git a/game/overworld-plains/loc-moor/events.twee b/game/overworld-plains/loc-moor/events.twee
new file mode 100644
index 0000000000..7a7fc3378c
--- /dev/null
+++ b/game/overworld-plains/loc-moor/events.twee
@@ -0,0 +1,2022 @@
+:: Moor Exposed Hide [nobr]
+<<effects>>
+
+<<if $rng gte 91>>
+	You lie on the earth, well-hidden among the heather. You peek through the flowers. You've lost sight of the <<person>>.
+	<br><br>
+	
+	You're wondering if the <<person>> has already disappeared over the opposite ridge, <span class="red">when a stick thuds into the earth beside you.</span> "A <<slut>> on the moor," the <<person1>><<person>> says. "My lucky day."
+	<br><br>
+	
+	<<link [[Next|Moor Rape]]>><<set $molestationstart to 1>><</link>>
+	<br>
+<<else>>
+	You lie on the earth, well-hidden among the heather. You peek through the flowers. The <<person>> takes <<his>> time, stopping to examine something along the trail nearby.
+	<br><br>
+
+	At last, <<he>> disappears behind another ridge.
+	<br><br>
+
+	<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Exposed Undies [nobr]
+<<effects>>
+
+Flustered, you continue to walk. The <<person1>><<person>> seems
+
+<<if $rng gte 81>>
+	shocked
+<<elseif $rng gte 61>>
+	unfazed
+<<elseif $rng gte 41>>
+	amused
+<<elseif $rng gte 21>>
+	surprised
+<<else>>
+	unsurprised
+<</if>>
+
+by the appearance of a half-naked <<girl>> walking the moor. 
+<<if random(1, 2) is 2>>
+	<<He>> leers openly, but doesn't bother you.
+<<else>>
+	<<He>> looks away, blushing.
+<</if>>
+<<exhibitionism2>>
+
+<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
+<br>
+
+:: Moor Exposed Naked [nobr]
+<<effects>>
+
+Flustered, you continue to walk. The <<person1>><<person>> seems
+
+<<if $rng gte 81>>
+	shocked
+<<elseif $rng gte 61>>
+	unfazed
+<<elseif $rng gte 41>>
+	amused
+<<elseif $rng gte 21>>
+	surprised
+<<else>>
+	unsurprised
+<</if>>
+
+by the appearance of a naked <<girl>> walking the moor.
+<<if $rng gte 51>>
+	<<He>> leers openly, but doesn't bother you.
+<<else>>
+	<<He>> looks away, blushing.
+<</if>>
+<<exhibitionism4>>
+
+<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
+<br>
+
+
+
+:: Moor Rape [nobr]
+<<if $molestationstart is 1>>
+	<<set $molestationstart to 0>>
+	<<controlloss>>
+	<<violence 1>>
+	<<neutral 1>>
+	<<molested>>
+
+	<<maninit>>
+
+	
+<</if>>
+
+<<effects>>
+
+<<effectsman>><<man>>
+
+<<stateman>>
+<br><br>
+<<actionsman>>
+
+<<if $enemyhealth lte 0>>
+	<span id="next"><<link [[Next|Moor Rape Finish]]>><</link>></span><<nexttext>>
+<<elseif $enemyarousal gte $enemyarousalmax>>
+	<span id="next"><<link [[Next|Moor Rape Finish]]>><</link>></span><<nexttext>>
+<<else>>
+	<span id="next"><<link [[Next|Moor Rape]]>><</link>></span><<nexttext>>
+<</if>>
+
+:: Moor Rape Finish [nobr]
+<<effects>>
+<<if $enemyarousal gte $enemyarousalmax>>
+	<<ejaculation>>
+	The <<person>> shoves you into the dirt before continuing <<his>> walk.
+	<br><br>
+	<<tearful>> you climb to your feet.
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+<<else>>
+	You snatch the walking stick, and thud it into the <<persons>> shin. <<He>> grabs <<his>> injured leg, hops, then tumbles to the ground.
+	<br><br>
+	<<tearful>> you escape over the ridge.
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+<</if>>
+
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+
+
+:: Moor Tear [nobr]
+<<effects>>
+
+You tear free from the thorny bush.
+<<if $phase is 1>>
+	<<set $worn.upper.integrity -= 10>>
+	<<if $worn.upper.integrity lte 0>>
+		<span class="pink">Your $worn.upper.name <<if $worn.upper.plural is 1>>rip<<else>>rips<</if>> as you move.</span> The tatters remain dangling from the thorns.
+		<br><br>
+		<<integritycheck no_text>><<exposure>>
+		<<covered>>
+	<<else>>
+		Your $worn.upper.name is left worse for wear.
+	<</if>>
+<<elseif $phase is 2>>
+	<<set $worn.under_upper.integrity -= 10>>
+	<<if $worn.under_upper.integrity lte 0>>
+		<span class="pink">Your $worn.under_upper.name <<if $worn.under_upper.plural is 1>>rip<<else>>rips<</if>> as you move.</span> The tatters remain dangling from the thorns.
+		<br><br>
+		<<integritycheck no_text>><<exposure>>
+		<<covered>>
+	<<else>>
+		Your $worn.under_upper.name is left worse for wear.
+	<</if>>
+<<elseif $phase is 3>>
+	<<set $worn.lower.integrity -= 10>>
+	<<if $worn.lower.integrity lte 0>>
+		<span class="pink">Your $worn.lower.name <<if $worn.lower.plural is 1>>rip<<else>>rips<</if>> as you move.</span> The tatters remain dangling from the thorns.
+		<br><br>
+		<<integritycheck no_text>><<exposure>>
+		<<covered>>
+	<<else>>
+		Your $worn.lower.name is left worse for wear.
+	<</if>>
+<<else>>
+	<<set $worn.under_lower.integrity -= 10>>
+	<<if $worn.under_lower.integrity lte 0>>
+		<span class="pink">Your $worn.under_lower.name <<if $worn.under_lower.plural is 1>>rip<<else>>rips<</if>> as you move.</span> The tatters remain dangling from the thorns.
+		<br><br>
+		<<integritycheck no_text>><<exposure>>
+		<<covered>>
+	<<else>>
+		Your $worn.under_lower.name is left worse for wear.
+	<</if>>
+<</if>>
+<br><br>
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+:: Moor Careful [nobr]
+<<effects>>
+
+<<if $phase is 1>>
+	You remove your $worn.upper.name from the thorns, careful not to cause any damage. Your fingers are pricked, but you manage to get free without damaging the fabric.
+<<elseif $phase is 2>>
+	You remove your $worn.under_upper.name from the thorns, careful not to cause any damage. Your fingers are pricked, but you manage to get free without damaging the fabric.
+<<elseif $phase is 3>>
+	You remove your $worn.lower.name from the thorns, careful not to cause any damage. Your fingers are pricked, but you manage to get free without damaging the fabric.
+<<else>>
+	You remove your $worn.under_lower.name from the thorns, careful not to cause any damage. Your fingers are pricked, but you manage to get free without damaging the fabric.
+<</if>>
+<br><br>
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+
+:: Moor Struggle Low [nobr]
+<<effects>>
+
+<<if $struggle_start is 1>>
+	<<struggle_init>>
+	<<set $struggle.creature to "lurker">>/*Creature species*/
+	<<struggle_creatures 1 2>>/*How many creatures will be involved, and their health.*/
+	<<set $combat to 1>>
+	<<controlloss>>
+	<<violence 1>>
+	<<molested>>
+	<<if $analdisable is "f">>
+		<<set $struggle.anus.creature to "lurker">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[0].location to "anus">>
+	<</if>>
+	<<set $timer to 12>>
+	<<unset $struggle_start>>
+<</if>>
+
+<<if $timer is 12>>
+	<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
+	<span class="pink">A second creature leaps from the heather!</span>
+	<br><br>
+<<elseif $timer is 8 and random(1, 2) is 2>>
+	<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
+	<span class="pink">A third creature leaps from the heather!</span>
+	<br><br>
+<</if>>
+
+<<struggle>>
+
+
+
+<<if $struggle.done gte $struggle.number>>
+	<<link [[Next|Moor Struggle Low End]]>><</link>>
+	<br>
+<<else>>
+	<<link [[Next|Moor Struggle Low]]>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Struggle Low End [nobr]
+<<effects>>
+
+The creatures disappear into the heather.
+<br><br>
+
+<<clotheson>>
+<<endcombat>>
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+:: Moor Struggle Mid [nobr]
+<<effects>>
+
+<<if $struggle_start is 1>>
+	<<struggle_init>>
+	<<set $struggle.creature to "lurker">>/*Creature species*/
+	<<struggle_creatures 1 2>>/*How many creatures will be involved, and their health.*/
+	<<set $combat to 1>>
+	<<controlloss>>
+	<<violence 1>>
+	<<molested>>
+	<<if $phase is 1>>
+		<<set $struggle.mouth.creature to "lurker">><<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">>
+	<</if>>
+	<<set $timer to 12>>
+	<<unset $struggle_start>>
+<</if>>
+
+<<if $timer is 12>>
+	<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
+	<span class="pink">A second creature leaps from the rocks!</span>
+	<br><br>
+<<elseif $timer is 11>>
+	<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
+	<span class="pink">A third creature leaps from the rocks!</span>
+	<br><br>
+<<elseif $timer is 8 and random(1, 2) is 2>>
+	<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
+	<span class="pink">A fourth creature leaps from the rocks!</span>
+	<br><br>
+<</if>>
+
+<<struggle>>
+
+
+
+<<if $struggle.done gte $struggle.number>>
+	<<link [[Next|Moor Struggle Mid End]]>><</link>>
+	<br>
+<<else>>
+	<<link [[Next|Moor Struggle Mid]]>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Struggle Mid End [nobr]
+<<effects>>
+
+The creatures disappear beneath the rocks.
+<br><br>
+
+<<clotheson>>
+<<endcombat>>
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+
+:: Moor Struggle High [nobr]
+<<effects>>
+
+<<if $struggle_start is 1>>
+	<<struggle_init>>
+	<<set $struggle.creature to "lurker">>/*Creature species*/
+	<<struggle_creatures 3 2>>/*How many creatures will be involved, and their health.*/
+	<<set $combat to 1>>
+	<<controlloss>>
+	<<violence 1>>
+	<<molested>>
+	<<set $struggle.mouth.creature to "lurker">><<set $mouthuse to "struggle">><<set $mouthstate to "struggle">><<set $struggle.enemy[0].location to "mouth">>
+	<<if $analdisable is "f">>
+		<<set $struggle.anus.creature to "lurker">><<set $anususe to "struggle">><<set $anusstate to "struggle">><<set $struggle.enemy[1].location to "anus">>
+	<</if>>
+	<<set $timer to 16>>
+	<<unset $struggle_start>>
+<</if>>
+
+<<if $timer is 12 and random(1, 2) is 2>>
+	<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
+	<span class="pink">A fourth creature leaps from the mire!</span>
+	<br><br>
+<<elseif $timer is 8 and random(1, 2) is 2>>
+	<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
+	<span class="pink">Another creature leaps from the mire!</span>
+	<br><br>
+<<elseif $timer is 4 and random(1, 2) is 2>>
+	<<struggle_add 1 2>>/*Adds more creatures, with a specific health.*/
+	<span class="pink">Another creature leaps from the mire!</span>
+	<br><br>
+<</if>>
+
+<<struggle>>
+
+
+
+<<if $struggle.done gte $struggle.number>>
+	<<link [[Next|Moor Struggle High End]]>><</link>>
+	<br>
+<<else>>
+	<<link [[Next|Moor Struggle High]]>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Struggle High End [nobr]
+<<effects>>
+
+The creatures disappear into the mire.
+<br><br>
+
+<<clotheson>>
+<<endcombat>>
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+
+:: Moor Quicksand [nobr]
+<<effects>>
+
+You are up to your
+<<switch $quicksand_depth>>
+<<case 1>>
+	ankles
+<<case 2>>
+	knees
+<<case 3>>
+	thighs
+<<case 4>>
+	waist
+<<case 5>>
+	chest
+<<case 6>>
+	neck
+<</switch>>
+in quicksand!
+<br><br>
+
+<<if $stress gte 10000>>
+	You've pushed yourself too much.
+	<br><br>
+	<<quicksand_end>>
+	<<passout_moor>>
+<<elseif $phase is 0>>
+	<<if $willpower gte random(1, 400)>>
+		You focus on your breathing, <span class="green">and manage to stay calm.</span>
+		<<set $quicksand += 1>>
+		<<if $quicksand gte 5>>
+			You're not sinking. You're floating. If you spread your weight, you should be able to wriggle to safety.<<ltrauma>><<trauma -6>><<llstress>><<stress -12>>
+			<br><br>
+			<<earnFeat "Not Like the Movies">>
+			<span class="gold">You've gained knowledge of quicksand!</span>
+			<br><br>
+		<<else>>
+			You don't think you'll sink if you stay still.<<lstress>><<gknowledge>><<stress -6>>
+			<br><br>
+			
+			You might not be sinking, but you're not getting out either. Panic swells once more.
+			<br><br>
+		<</if>>
+		
+		<<quicksand_actions>>
+	<<else>>
+		You try to stay calm, but <span class="red">you can think of nothing but the ground swallowing you up.</span><<ggstress>><<gstress 12>><<gwillpower>><<willpower 3>>
+		<br><br>
+		
+		<<quicksand_actions>>
+	<</if>>
+<<elseif $phase is 1>>
+	You lie back to spread your weight, and move your legs to free them. Once on the surface, you wriggle and crawl across the sand until you're able to haul yourself to safety.
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<quicksand_end>><<set $eventskip to 1>><</link>>
+	<br>
+<<elseif $phase is 2>>
+	<<if $daystate is "night" and random(1, 100) gte 91 or $daystate isnot "night" and random(1, 100) gte 30>>
+		<<if random(1, 2) is 2>>
+			You call for help.
+			<br><br>
+			<<generate1>><<generate2>><<person1>>
+			<span class="green">"We're coming!"</span> shouts a voice in response. A moment later a <<person>> and <<person2>><<person>> appear over a ridge. At once, the <<person1>><<person>> lies on <<his>> belly, and crawls across the sand. <<He>> doesn't sink.
+			<br><br>
+			<<He>> grasps your shoulders. "I've got you," <<he>> says. "Kick your legs." You do so and, slowly, rise from the earth. <<He>> pulls you onto your back, and together you shuffle back to solid ground.
+			<br><br>
+			
+						
+			<<link [[Next|Moor Quicksand Rescue]]>><<quicksand_end>><</link>>
+			<br>
+		<<else>>
+			You call for help.
+			<br><br>
+			
+			<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>>
+			<span class="red">"What do we have here?"</span> says a voice behind you. Other voices laugh. A pair of hands grasp your shoulders. "Kick <<girl>>, I'll have you out."
+			<br><br>
+			
+			You do so. Slowly, you're pulled onto your back. You see a <<person1>><<person>> holding you. <<He>> smirks.
+			<br>
+			<<if $exposed gte 1>>
+				"Not wearing much, are we?" says a <<person2>><<person>> crouched at <<person1>><<his>> side. More laughter.
+				<br>
+			<<else>>
+				<br><br>
+			<</if>>
+			
+			They keep pulling, until you're back on solid ground.
+			<br><br>
+			
+			<<link [[Next|Moor Quicksand Gang]]>><<quicksand_end>><</link>>
+		<</if>>
+	<<else>>
+		You call for help.
+		<br><br>
+		
+		No one responds.<<if $quicksand lt 5>><<ggstress>><<stress 12>><</if>>
+		<br><br>
+		
+		<<if $hallucinations gte 2 and $controlled is 0>>
+			<<quicksand_pull>>
+		<<else>>
+			<<quicksand_actions>>
+		<</if>>
+	<</if>>
+<<else>>
+	You kick against the sand holding you.
+	<<if $physique gte random(1, 20000)>>
+		<span class="green">You feel it loosen.</span>
+		<<switch $quicksand_depth>>
+		<<case 1>>
+			You pull your ankles free of the sand, and <span class="green">step onto solid ground.</span>
+			<br><br>
+			
+			<<link [[Next|Moor]]>><<quicksand_end>><<set $eventskip to 1>><</link>>
+			<br>
+		<<case 2>>
+			You rise until the sand <span class="teal">reaches your ankles.</span>
+			<br><br>
+		<<case 3>>
+			You rise until the sand <span class="teal">reaches your knees.</span>
+			<br><br>
+		<<case 4>>
+			You rise until the sand <span class="lblue">reaches your thighs.</span>
+			<br><br>
+		<<case 5>>
+			You rise until the sand <span class="lblue">reaches your waist.</span>
+			<br><br>
+		<<case 6>>
+			You rise until the sand <span class="blue">reaches your chest.</span>
+			<br><br>
+		<</switch>>
+		<<set $quicksand_depth -= 1>>
+		<<if $quicksand_depth is 0>>
+		<<else>>
+			<<quicksand_actions>>
+		<</if>>
+	<<else>>
+		<span class="red">Nothing changes.</span>
+		<<if $quicksand lt 5>>
+			You worry you might have sunk deeper.<<ggstress>><<stress 12>>
+			<br><br>
+		<</if>>
+		
+		<<if $hallucinations gte 2 and $controlled is 0>>
+			<<if random(1, 2) is 2>>
+				<<quicksand_pull>>
+			<<else>>
+				<span class="purple">Something gropes your ankle,</span> but doesn't pull you any deeper.
+				<br><br>
+				
+				<<quicksand_actions>>
+			<</if>>
+		<<else>>
+			<<quicksand_actions>>
+		<</if>>
+	<</if>>
+<</if>>
+
+
+:: Moor Quicksand Rescue [nobr]
+<<set $outside to 1>><<effects>>
+
+The <<person2>><<person>> helps you to your feet,
+
+<<if $exposed gte 1>>
+	and blushes when <<he>> sees your state of dress. <<covered>> <<He>> offers you some towels.
+	<<towelup>>
+<<else>>
+	and offers a towel to wipe off the sand.
+<</if>>
+<br><br>
+
+<<if $leftarm is "bound" or $rightarm is "bound">>
+	<<unbind>>
+	"You shouldn't wander the moor alone," <<he>> says while loosening your bindings.
+<<else>>
+	"You shouldn't wander the moor alone," <<he>> says.
+<</if>>
+<<if $daystate is "night">>
+	"Not this deep, and especially not at night."
+<<else>>
+	"Not this deep."
+<</if>>
+<br><br>
+<<person1>>"We can help you back to civilisation," the <<person>> adds. "If you like."
+<br><br>
+
+<<link [[Stay here|Moor Quicksand Stay]]>><</link>>
+<br>
+<<link [[Return to the farmlands (0:45)|Moor Quicksand Return]]>><</link>>
+<br>
+
+
+
+:: Moor Quicksand Stay [nobr]
+<<effects>>
+
+<<if $submissive gte 1150>>
+	"Th-thank you for saving me," you say. "But I'll be careful from now on."
+<<elseif $submissive lte 850>>
+	"Thanks for the rescue," you say. "But I won't need help again."
+<<else>>
+	"Thanks for rescuing me," you say. "But I'll be more careful now."
+<</if>>
+<br><br>
+
+The <<person1>><<person>> and <<person2>><<person>> share a look, but don't press the matter. They bid you farewell.
+<br><br>
+
+<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
+
+
+
+:: Moor Quicksand Return [nobr]
+<<effects>>
+
+You accept their offer. They lead you through the wetland, the strange rocks, and the plains of heather. They're experienced, and don't run into any trouble.
+<br><br>
+
+You crest a hill, and see farms beyond. You emerge on a road ten minutes later.
+<br><br>
+
+"You should be safe from here," the <<person1>><<person>> says.
+<br>
+"Someone should be willing to give you a lift back to town," the <<person2>><<person>> adds.
+<br><br>
+
+<<if $awareness gte 300>>
+	They don't realise how much danger you're still in.
+	<<if $anxiety gte 1 and $controlled is 0>>
+		<<gstress>><<stress 6>>
+	<</if>>
+	<br><br>
+<</if>>
+The pair turn and hike back into the moor.
+<br><br>
+
+<<link [[Next|Farmland]]>><<endevent>><<set $moor to 0>><<set $forestmod to 1>><</link>>
+<br>
+
+
+:: Moor Quicksand Gang [nobr]
+<<set $outside to 1>><<effects>>
+
+You try to rise to your feet, but the <<person1>><<person>> grasps your hair <span class="red">and forces you back down.</span> "You're not going anywhere," <<he>> says.
+
+<<if $NPCList[0].penis isnot "none">>
+	<<if $pronoun is "m">>
+		<<He>> unzips <<his>> fly, <span class="purple">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span>
+	<<else>>
+		<<He>> lifts <<his>> skirt, <span class="purple">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span>
+	<</if>>
+<<else>>
+	<<if $pronoun is "m">>
+		<<He>> unzips <<his>> fly, revealing <<his>> pussy.
+	<<else>>
+		<<He>> lifts <<his>> skirt, revealing <<his>> pussy.
+	<</if>>
+<</if>>
+Still grasping your hair, <<he>> pushes your face against it.
+<br><br>
+
+The others jostle closer.
+<br><br>
+
+<<link [[Next|Moor Quicksand Rape]]>><<set $molestationstart to 1>><</link>>
+<br>
+
+
+:: Moor Quicksand Rape [nobr]
+<<effects>>
+
+<<if $molestationstart is 1>>
+	<<set $molestationstart to 0>>
+	<<controlloss>>
+	<<violence 1>>
+	<<neutral 1>>
+	<<molested>>
+
+	<<maninit>>
+
+<</if>>
+
+<<effects>>
+
+<<effectsman>><<man>>
+
+<<stateman>>
+<br><br>
+<<actionsman>>
+
+<<if $enemyhealth lte 0>>
+	<span id="next"><<link [[Next|Moor Quicksand Rape Finish]]>><</link>></span><<nexttext>>
+<<elseif $enemyarousal gte $enemyarousalmax>>
+	<span id="next"><<link [[Next|Moor Quicksand Rape Finish]]>><</link>></span><<nexttext>>
+<<else>>
+	<span id="next"><<link [[Next|Moor Quicksand Rape]]>><</link>></span><<nexttext>>
+<</if>>
+
+:: Moor Quicksand Rape Finish [nobr]
+<<effects>>
+<<if $enemyarousal gte $enemyarousalmax>>
+	<<ejaculation>>
+	<<if $leftarm is "bound" and $rightarm is "bound">>
+		"Remy will want this one," the <<person1>><<person>> says.
+		<br><br>
+	<<else>>
+		"Get the rope," the <<person1>><<person>> says. "Remy will want this one."
+		<br><br>
+		Rough hands force your wrists behind you, and bind them together.
+		<br><br>
+	<</if>>
+	You're pulled to your feet. <<tearful>> you're marched across the plains.
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+	<<bind>>
+	<<link [[Next|Moor Abduction]]>><</link>>
+	<br>
+
+<<else>>
+	You shove the <<person1>><<person>> away from you. <<He>> falls into the pit they rescued you from. "Fuck," <<he>> says. "I'm fine. Don't let the <<girl>> escape." The others tear their eyes away, but you're already gone.
+	<br><br>
+	<<tearful>> you sink to the earth behind a rock some distance away. You catch your breath, then sneak away.
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+
+<</if>>
+
+:: Moor Crack [nobr]
+<<set $outside to 0>><<effects>>
+
+<<if $voredisable is "f" and $rng gte 51 and $phase isnot 1>>
+	You cling to the edge, as the earth continues to rumble. You try to find purchase with your feet, but the wall is soft and slippery. Something gropes your <<bottom>>. You glance down, and see a pink, pulsating mass.
+	<br><br>
+	
+	<<link [[Next|Moor Vore]]>><<set $molestationstart to 1>><</link>>
+	<br>
+<<else>>
+	You land on soft earth, several metres from the surface. <<if $phase isnot 1>>The earth shudders to a halt. You see a passage through the dark.<</if>>
+	<br><br>
+	<<endevent>>
+	<<if $pain gte 100>>
+		<span class="blue">You're in too much pain to climb.</span>
+		<br>
+	<<else>>
+		<<link [[Climb out|Moor Crack Climb]]>><</link>><<athleticsdifficulty 300 1300>>
+		<br>
+	<</if>>
+	<<link [[Call for help|Moor Crack Call]]>><</link>><<if $daystate is "night">><<difficulty 10>><<else>><<difficulty 30>><</if>>
+	<br>
+	<<link [[Follow the passage (0:20)|Moor Crack Passage]]>><<pass 20>><</link>>
+	<br>
+<</if>>
+
+:: Moor Vore [nobr]
+<<set $outside to 1>><<effects>>
+<<if $molestationstart is 1>>
+	<<set $molestationstart to 0>>
+	<<set $combat to 1>>
+	<<molested>>
+	<<controlloss>>
+	
+	<<set $enemytype to "tentacles">>
+	<<tentaclestart 2 15>>
+	
+	<<set $vorestage to 1>>
+	<<set $vorecreature to "giant lurker">>
+	<<set $vorestrength to 1>><<set $position to "doggy">>
+	<<set $voretentacles to 1>>
+	<<resetLastOptions>>
+<</if>>
+
+<<voreeffects>><<effectstentacles>>
+<<vore>><<tentacles>>
+<<statetentacles>>
+<<voreactions>><<actionstentacles>>
+
+<<if $stress gte 10000>>
+	<span id="next"><<link [[Next|Moor Vore Finish]]>><</link>></span><<nexttext>>
+<<elseif $vorestage lte 0>>
+	<span id="next"><<link [[Next|Moor Vore Finish]]>><</link>></span><<nexttext>>
+<<elseif $vorestomach gte 5>>
+	<span id="next"><<link [[Next|Moor Vore Finish]]>><</link>></span><<nexttext>>
+<<else>>
+	<span id="next"><<link "Next">><<script>>state.display(state.active.title, null)<</script>><</link>></span><<nexttext>>
+<</if>>
+
+:: Moor Vore Finish [nobr]
+
+<<effects>>
+<<if $stress gte 10000 or $vorestomach gte 5>>
+	It's all just too much for you. You pass out.
+	<br><br>
+	<<if $upperoff isnot 0>>
+		<<upperruined>>
+	<</if>>
+	<<if $loweroff isnot 0>>
+		<<lowerruined>>
+	<</if>>
+	<<if $underloweroff isnot 0>>
+		<<underlowerruined>>
+	<</if>>
+	<<if $underupperoff isnot 0>>
+		<<underupperruined>>
+	<</if>>
+	<<endcombat>>
+	<<passout_moor>>
+<<else>>
+	<<tearful>> you haul yourself out of the crack. Two tendrils grope after you, but you manage to roll to safety.
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Crack Climb [nobr]
+<<effects>>
+
+You find grasp the rough wall, and start to climb. You're halfway up when an outcrop gives way beneath your feet.
+<<if $athletics gte random(500, 1500)>>
+	You remain calm, hold tight, and search for another foothold. <span class="green">The rest of the climb proves safer.</span> You haul yourself over the crest, and lie on your back a moment, panting.
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<<else>>
+	Your feet scramble for another foothold, but your fingers slip, <span class="red">and you tumble to the bottom.</span><<ggpain>><<gstress>><<pain 8>><<stress 6>>
+	<br><br>
+	
+	<<link [[Next|Moor Crack]]>><<set $phase to 1>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Crack Call [nobr]
+<<effects>>
+
+<<if $daystate is "night" and random(1, 100) gte 91 or $daystate isnot "night" and random(1, 100) gte 30>>
+	<<if random(1, 2) is 2>>
+		You call for help.
+		<br><br>
+		<<generate1>><<generate2>><<person1>>
+		<span class="green">"We're coming!"</span> shouts a voice in response. A moment later a <<person>> and <<person2>><<person>> peer over the top. You hear them talk, then a shuffle, before a rope curls down the hole.
+		<br><br>
+		"Hold on tight," shouts the <<person1>><<person>>. You do so. The pair grasp the rope, and pull. They manage to get you up and over the crest. You lie back and pant.
+		<br><br>
+		
+		<<link [[Next|Moor Quicksand Rescue]]>><<quicksand_end>><</link>>
+		<br>
+	<<else>>
+		You call for help.
+		<br><br>
+		
+		<<generate1>><<generate2>><<generate3>><<generate4>><<generate5>>
+		<span class="red">"What do we have here?"</span> says a <<person1>><<personsimple>>'s voice above you. Other voices laugh. A rope curls down the hole.
+		<br><br>
+		
+		<<link [[Grasp it|Moor Crack Grasp]]>><</link>>
+		<br>
+		<<link [[Enter the passage instead (0:20)|Moor Crack Passage]]>><<endevent>><<pass 20>><</link>>
+		<br>
+		
+	<</if>>
+<<else>>
+	You call for help.
+	<br><br>
+	
+	No one responds.<<ggstress>><<stress 6>>
+	<br><br>
+	
+	<<link [[Next|Moor Crack]]>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Crack Grasp [nobr]
+<<effects>>
+
+You hold onto the rope. They haul you up and over the crest. You lie on your back and pant. A <<person1>><<person>> smirks down at you.
+<br>
+<<if $exposed gte 1>>
+	"Not wearing much, are we?" says a <<person2>><<person>> crouched at <<person1>><<his>> side. More laughter.
+	<br>
+<<else>>
+	<br><br>
+<</if>>
+
+			
+<<link [[Next|Moor Quicksand Gang]]>><<quicksand_end>><</link>>
+<br>
+
+
+:: Moor Crack Passage [nobr]
+<<effects>>
+
+You enter the passage. It's dark, but small holes in the ceiling let in a little light. The ground is jagged and uneven.
+<<if $worn.feet.type.includes("naked")>>
+	You find yourself wishing you had some sturdy boots.<<gpain>><<pain 4>>
+<</if>>
+<br><br>
+The tunnels twist and turn.
+<<if $rng gte 81>>
+	At last, they slope upward, and you emerge in the <<daylight>>.
+	<br><br>
+	You're still on the moor, and not far from where you were.
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<<elseif $rng gte 61>>
+	At last, they slope upward, and you emerge in the <<daylight>>.
+	<br><br>
+	You're still on the moor, and some distance from where you were. The ground is boggier. You must be deeper.
+	<<set $moor += 20>>
+	<<set $moor to Math.clamp($moor, 0, 100)>>
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<<elseif $rng gte 41>>
+	At last, they slope upward, and you emerge in the <<daylight>>.
+	<br><br>
+	
+	You're still on the moor, and some distance from where you were. The ground is rockier. You must be closer to the farmlands.
+	<<set $moor -= 20>>
+	<<set $moor to Math.clamp($moor, 0, 100)>>
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<<elseif $rng gte 21>>
+	<<set $location to "underground">>
+	The tunnels lead deeper into the earth, until you're forced to feel your way along the walls.
+	<br><br>
+	
+	You see light up ahead, reflecting off a pool. Glowing plants line a black shore. The water extends into darkness. You can't tell how big it is.
+	<br><br>
+	
+	You see a glimmer across the water, so faint you might be imagining it.
+	<br><br>
+	
+	<<link [[Swim|Moor Passage Swim]]>><</link>><<swimmingdifficulty 600 1000>>
+	<br>
+	<<link [[Walk around (0:30)|Moor Passage Walk]]>><<pass 30>><</link>>
+	<br>
+<<else>>
+	<<if $bestialitydisable is "f">>
+		<span class="red">You hear a scurrying up ahead.</span> It draws closer.
+		<br><br>
+		
+		<<link [[Next|Moor Passage Struggle]]>><<set $struggle_start to 1>><</link>>
+		<br>
+	<<else>>
+		<span class="red">You hear a scurrying behind you.</span> It draws closer. You run, ignoring the jagged rocks covering sides.
+		<<if $exposed gte 2>>
+			They scratch your skin, but you don't dare to slow.
+		<<else>>
+			They tear at your clothes, but you don't dare to slow.
+		<</if>>
+		<br><br>
+		The passage slopes upwards, and you emerge in the <<daylight>>. The scurrying sound fades.<<beastescape>>
+		<br><br>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<</if>>
+<</if>>
+
+:: Moor Passage Struggle [nobr]
+<<effects>>
+
+<<if $struggle_start is 1>>
+	<<struggle_init>>
+	<<set $struggle.creature to "lurker">>
+	<<struggle_creatures 2 2>>
+	<<set $combat to 1>>
+	<<controlloss>>
+	<<violence 1>>
+	<<molested>>
+	
+	<<unset $struggle_start>>
+<</if>>
+
+
+<<struggle>>
+
+
+
+<<if $struggle.done gte $struggle.number>>
+	<<link [[Next|Moor Passage Struggle End]]>><</link>>
+	<br>
+<<else>>
+	<<link [[Next|Moor Passage Struggle]]>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Passage Struggle End [nobr]
+<<effects>>
+
+The creatures disappear in the dark.
+<br><br>
+
+<<clotheson>>
+<<endcombat>>
+
+You continue through the tunnel. It soon slopes upwards, and you emerge in the <<daylight>>.
+<br><br>
+
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+:: Moor Passage Swim [nobr]
+<<water>><<effects>>
+
+The water is cold, and deep. You swim away from shore. You can see nothing ahead, but the glowing plants along the shore help keep your bearings.
+<<if $swimmingskill gte random(600, 1000)>>
+	A sudden current surges around you, threatening to pull you under, <span class="green">but you manage to keep your head above the surface.</span> The water stills.
+	<br><br>
+	
+	Your hands grasp sand, and you crawl onto a bank. You weren't imagining the glimmer. Your fingers close around cold metal, half-buried. It feels like a ring.
+	<br><br>
+	<<set $antiquemoney += 3000>><<museumAntiqueStatus "antiquegoldring" "found">>
+	
+	<<link [[Next|Moor Passage Swim 2]]>><</link>>
+	<br>
+	
+<<else>>
+	A sudden current surges around you. You struggle to keep your head above the surface, <span class="red">but the pull is too strong.</span>
+	<br><br>
+	
+	<<link [[Next|Underground Lake]]>><</link>>
+	<br>
+<</if>>
+
+:: Moor Passage Swim 2 [nobr]
+<<effects>>
+
+Faced with an impenetrable darkness, you turn and swim back to the glowing shore. You search, until you find another exit. This one slopes upwards, and leads you back into the <<daylight>>
+<br><br>
+
+You examine the ring. A black gemstone sits surrounded by engravings of what appear to be grapes. The ring itself is made of gold. It would be valuable to a collector.
+<br><br>
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+:: Moor Passage Walk [nobr]
+<<effects>>
+
+You search along the cavern's edge, until you find another exit. This one slopes upwards, and leads you back into the <<daylight>>. You're still on the moor.
+<br><br>
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+
+:: Moor Wash [nobr]
+<<water>><<effects>>
+
+You leave your clothes lying beneath an overhanging outcrop, and slip into the water. It's cool, but refreshing. You're able to relax for a little while.
+<<wash>>
+<br><br>
+
+<<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>>
+<br>
+
+:: Moor Cat [nobr]
+<<if $molestationstart is 1>>
+	<<set $molestationstart to 0>>
+	<<controlloss>>
+	<<violence 1>>
+	<<neutral 1>>
+	<<molested>>
+
+	
+
+<</if>>
+
+<<effects>>
+<<effectsman>>
+<br><br>
+<<beast $enemyno>>
+<br><br>
+
+<<stateman>>
+<br><br>
+<<actionsman>>
+
+<<if $enemyhealth lte 0>>
+	<span id="next"><<link [[Next|Moor Cat Finish]]>><</link>></span><<nexttext>>
+<<elseif $enemyarousal gte $enemyarousalmax>>
+	<span id="next"><<link [[Next|Moor Cat Finish]]>><</link>></span><<nexttext>>
+<<else>>
+	<span id="next"><<link "Next">><<script>>state.display(state.active.title, null)<</script>><</link>></span><<nexttext>>
+<</if>>
+
+:: Moor Cat Finish [nobr]
+<<effects>>
+
+<<if $enemyarousal gte $enemyarousalmax>>
+
+	<<beastejaculation>>
+
+	Satisfied, the <<beasttype>> prowls away, before leaping atop a rock. <<bHe>> disappears behind it.
+	<br><br>
+
+	<<tearful>> you rise to your feet.
+	<br><br>
+
+	<<clotheson>>
+	<<endcombat>>
+
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+
+<<elseif $enemyhealth lte 0>>
+
+	The <<beasttype>> leaps atop a rock, out of harms way. <<bHe>> hisses at you, then drops down on the other side.
+	<br><br>
+
+	<<tearful>> you rise to your feet.
+	<br><br>
+
+	<<clotheson>>
+	<<endcombat>>
+
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+
+<</if>>
+
+:: Moor Carrots [nobr]
+<<effects>>
+
+You pull the wild carrots from the ground,
+<<if $tending gte random(300, 600)>>
+	<span class="green">and have soon gathered a large number of saleable specimens.</span>
+	<<tending_pick wild_carrot 50 250>>
+	<br><br>
+	
+	<<if !$plants_known.includes("wild_carrot")>>
+		Some of the plants are seeding. <span class="gold">You can now grow wild carrots.</span><<set $plants_known.push("wild_carrot")>>
+		<br><br>
+	<</if>>
+	
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<<else>>
+	<span class="red">but find none that would sell at market.</span><<gtending>><<tending 2>>
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<</if>>
+
+:: Moor Onions [nobr]
+<<effects>>
+
+You pull the onions from the ground,
+<<if $tending gte random(300, 600)>>
+	<span class="green">and have soon gathered a large number of saleable specimens.</span>
+	<<tending_pick onion 35 200>>
+	<br><br>
+	
+	<<if !$plants_known.includes("onion")>>
+		Some of the bulbs are young. You could plant them yourself. <span class="gold">You can now grow onions.</span><<set $plants_known.push("onion")>>
+		<br><br>
+	<</if>>
+	
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<<else>>
+	<span class="red">but find none that would sell at market.</span><<gtending>><<tending 2>>
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<</if>>
+
+:: Moor Garlic [nobr]
+<<effects>>
+
+You pull the garlic bulbs from the ground,
+<<if $tending gte random(300, 600)>>
+	<span class="green">and have soon gathered a large number of saleable specimens.</span>
+	<<tending_pick garlic_bulb 50 250>>
+	<br><br>
+	
+	<<if !$plants_known.includes("garlic")>>
+		Some of the bulbs are young. You could plant them yourself. <span class="gold">You can now grow garlic.</span><<set $plants_known.push("garlic bulb")>>
+		<br><br>
+	<</if>>
+	
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<<else>>
+	<span class="red">but find none that would sell at market.</span><<gtending>><<tending 2>>
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<</if>>
+
+:: Moor Vehicle [nobr]
+<<effects>>
+
+You keep walking. The vehicle closes in, until heavy wheels rumble by.
+
+<<if $rng gte 51>>
+	<<generate1>><<generate2>><<person1>>
+	It slows beside you, and a <<person>> leans out. "It's dangerous out here alone," <<he>> says. "How about you hop in. We'll give you a lift."
+	<br><br>
+	
+	<<link [[Accept|Moor Vehicle Accept]]>><</link>>
+	<br>
+	<<link [[Refuse|Moor Vehicle Refuse]]>><</link>>
+	<br>
+<<else>>
+	The occupants pay you little attention.
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<</if>>
+
+:: Moor Vehicle Hide [nobr]
+<<effects>>
+
+You keep low within the heather. The vehicle closes in, until heavy wheels rumble by. You wait until the sounds fades before emerging.
+<br><br>
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+:: Moor Vehicle Accept [nobr]
+<<set $outside to 0>><<effects>>
+
+<<if $rng gte 71>>
+	You climb into the back, and the vehicle speeds up. A <<person2>><<person>> sits in the driver's seat. <span class="red">The doors lock.</span>
+	<br><br>
+	"Think Remy will want this one?" the <<person1>><<person>> asks.
+	<br>
+	"Aye, but we got bugger for the last one." <<person2>><<He>> chucks a coil of rope to the <<person1>><<persons>> lap. "Let's have some fun."
+	<br><br>
+	The <<person1>><<person>> climbs to the seat beside you. "Hold out your arms <<girl>>. Don't you dare resist."
+	<br><br>
+	
+	<<link [[Submit|Moor Vehicle Submit]]>><<sub 1>><</link>>
+	<br>
+	<<link [[Resist|Moor Vehicle Resist]]>><<def 1>><</link>>
+	<br>
+<<else>>
+	You climb into the back, and the vehicle speeds up. A <<person2>><<person>> sits in the driver's seat. "Where you heading?" <<he>> asks.
+	<br><br>
+	
+	<<link [[The farmlands (0:10)|Moor Vehicle Journey]]>><<pass 20>><<set $phase to 0>><</link>>
+	<br>
+	<<link [[Deeper into the moor (0:10)|Moor Vehicle Journey]]>><<pass 20>><<set $phase to 1>><</link>>
+	<br>
+	<<link [[The Remy estate (0:10)|Moor Vehicle Journey]]>><<set $phase to 2>><</link>>
+	<br>
+<</if>>
+
+:: Moor Vehicle Journey [nobr]
+<<effects>>
+
+<<if $phase is 0>>
+	The <<person2>><<person>> drives you through the moor. <<He>> can't move too fast, but it's faster than on foot.
+	<br><br>
+	
+	<<He>> pulls onto a proper road, and comes to a stop. You bid the pair farewell, and they drive away.
+	<br><br>
+	
+	<<link [[Next|Farmland]]>><<endevent>><<set $moor to 0>><</link>>
+	<br>
+<<elseif $phase is 1>>
+	The <<person2>><<person>> drives you through the moor. <<He>> can't move too fast, but it's faster than on foot.
+	<br><br>
+	
+	<<He>> pulls up before a large bramble patch, and leans over <<his>> seat. "Far as we go," <<he>> says. "Terrain's too rough. You be careful."
+	<br><br>
+	You bid the pair farewell, and they drive away.
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<endevent>><<set $moor to 20>><<set $eventskip to 1>><</link>>
+	<br>
+<<elseif $phase is 2>>
+	The pair share a glance. "You don't want nothing to do with them sort," the <<person1>><<person>> says. "How's about we take you back to the farms? Safer there."
+	<br><br>
+	
+	<<link [[Insist on the Remy estate|Moor Vehicle Journey]]>><<set $phase to 3>><</link>>
+	<br>
+	<<link [[Go to the farmlands instead|Moor Vehicle Journey]]>><<pass 20>><<set $phase to 0>><</link>>
+	<br>
+	<<link [[Go deeper into the moor instead|Moor Vehicle Journey]]>><<pass 20>><<set $phase to 1>><</link>>
+	<br>
+<<else>>
+	The <<person2>><<person>> shakes <<his>> head, but doesn't argue. <<He>> drives you through the moor. <<He>> can't move too fast, but it's faster than on foot.
+	<br><br>
+	
+	<<He>> pulls up before a tall metal fence, and leans over <<his>> seat. "You be careful now," <<he>> says.
+	<br><br>
+	
+	You bid them farewell. They hesitate before driving away.
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<endevent>><<set $moor to 10>><<set $eventskip to 1>><</link>>
+	<br>
+<</if>>
+<br><br>
+
+:: Moor Vehicle Refuse [nobr]
+<<effects>>
+
+You put more distance between yourself and the vehicle.
+
+<<if $rng gte 71>>
+	<span class="red">It stops,</span> and the <<person>> climbs out. "I insist," <<he>> says as a <<person2>><<person>> joins <<him>> from the other side. <<He>> holds a length of rope.
+	<br><br>
+	<<person1>>
+	<<link [[Fight|Moor Vehicle Fight]]>><<set $fightstart to 1>><</link>>
+	<br>
+	<<link [[Run|Moor Vehicle Run]]>><</link>><<athleticsdifficulty 1 1000>>
+	<br>
+<<else>>
+	The <<person>> shrugs, and the vehicle speeds up.
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
+	<br>
+<</if>>
+
+:: Moor Vehicle Submit [nobr]
+<<effects>>
+
+<<bind>>You offer your wrists, and the <<person1>><<person>> binds them. "Good choice," <<he>> says as the <<person2>><<person>> pulls the vehicle to a stop.
+<br><br>
+<<saveNPC 0 moor_pair_1>>
+<<saveNPC 1 moor_pair_2>>
+
+The <<person2>><<person>> climbs from the vehicle. The <<person1>><<person>> follows suit, pulling you with <<him>>.
+<br><br>
+
+<<link [[Next|Moor Vehicle Defeat 2]]>><</link>>
+<br>
+
+:: Moor Vehicle Resist [nobr]
+<<effects>>
+
+You kick the back of the <<person2>><<persons>> chair. <<He>> curses, and the vehicle swerves. The <<person1>><<person>> falls back. You take your chance, and reach for the door controls.
+<br><br>
+
+You scramble for the now-unlocked exit, but not before the <<person1>><<person>> recovers. <<He>> grasps your ankle, and you fall through the door. <<He>> climbs after you, and the <<person2>><<person>> isn't far behind.
+<br><br>
+
+<<link [[Next|Moor Vehicle Fight]]>><<set $fightstart to 1>><</link>>
+<br>
+
+
+:: Moor Vehicle Run [nobr]
+<<effects>>
+
+You run.
+<<if $athletics gte random(1, 1000)>>
+	The pair chase, <span class="green">but you manage to outpace them.</span>
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><<endevent>><</link>>
+	<br>
+<<else>>
+	The pair chase, <span class="red">and soon catch up.</span> The <<person1>><<person>> tackles you to the ground.
+	<br><br>
+	
+	<<saveNPC 0 moor_pair_1>>
+	<<saveNPC 1 moor_pair_2>>
+	
+	<<link [[Next|Moor Vehicle Defeat]]>><</link>>
+	<br>
+<</if>>
+
+:: Moor Vehicle Fight [nobr]
+
+<<if $fightstart is 1>>
+	<<set $fightstart to 0>>
+
+	<<neutral 1>>
+
+	<<maninit>>
+	<<set $enemytrust -= 100>>
+	<<set $enemyanger += 200>>
+	<<npcidlegenitals>>
+
+<</if>>
+
+<<effects>>
+<<effectsman>><<man>>
+
+<<stateman>>
+<br><br>
+<<actionsman>>
+
+<<if $enemyhealth lte 0>>
+	<span id="next"><<link [[Next|Moor Vehicle Fight Finish]]>><</link>></span><<nexttext>>
+<<elseif $enemyarousal gte $enemyarousalmax>>
+	<span id="next"><<link [[Next|Moor Vehicle Fight Finish]]>><</link>></span><<nexttext>>
+<<elseif $pain gte 100 and $willpowerpain is 0>>
+	<span id="next"><<link [[Next|Moor Vehicle Fight Finish]]>><</link>></span><<nexttext>>
+<<else>>
+	<span id="next"><<link [[Next|Moor Vehicle Fight]]>><</link>></span><<nexttext>>
+<</if>>
+
+:: Moor Vehicle Fight Finish [nobr]
+<<effects>>
+<<if $enemyarousal gte $enemyarousalmax>>
+	<<ejaculation>>
+	The pair lean against the vehicle, panting. <<tearful>> you run across the heather. They're too worn out to give chase.
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+	<<link [[Next|Moor]]>><<set $eventskip += 1>><</link>>
+	<br>
+
+<<elseif $enemyhealth lte 0>>
+	The pair retreat to their vehicle, locking the doors behind them. Tires skid in the mud as they drive away.
+	<br><br>
+	<<tearful>> you dust yourself off.
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+	<<link [[Next|Moor]]>><<set $eventskip += 1>><</link>>
+	<br>
+
+<<else>>
+	You fall to the ground, too hurt to continue fighting. 
+	<br><br>
+	<<saveNPC 0 moor_pair_1>>
+	<<saveNPC 1 moor_pair_2>>
+	<<endcombat>>
+	<<steal>>
+	<<loadNPC 0 moor_pair_1>>
+	<<loadNPC 1 moor_pair_2>>
+	<<link [[Next|Moor Vehicle Defeat]]>><<clotheson>><</link>>
+
+<</if>>
+
+:: Moor Vehicle Defeat [nobr]
+<<effects>>
+
+<<person2>>
+<<bind>>The <<person>> binds your arms. They pull you to your feet, and shove your head against the vehicle.
+<br><br>
+
+"<<pShe>> has a nice bottom," the <<person1>><<person>> muses as <<he>> holds your head with one hand, and gropes with the other. "Think Remy will want <<phim>>?"<<gtrauma>><<gstress>><<trauma 6>><<stress 6>>
+<br>
+"Aye," the <<person2>><<person>> replies. "But we got paid bugger for the last one. I say we have some fun."
+<br><br>
+
+<<link [[Next|Moor Vehicle Defeat 2]]>><</link>>
+<br>
+
+:: Moor Vehicle Defeat 2 [nobr]
+<<effects>>
+
+They tie a length of rope to your bindings, and affix the other side to the back of the vehicle. They climb inside, and the engine starts. You're forced to walk, pulled along by your wrists.
+<br><br>
+
+They speed up. The <<person1>><<person>> sticks <<his>> head out of the window to watch.
+<br><br>
+
+<<link [[Try to keep up (0:20)|Moor Vehicle Defeat 3]]>><<set $phase to 1>><<tiredness 2>><<pass 20>><<athletics 2>><</link>><<gtiredness>><<gathletics>><<athleticsdifficulty 1 200>>
+<br>
+<<link [[Give up|Moor Vehicle Give]]>><<pain 4>><<trauma 6>><<stress 6>><</link>><<gpain>><<gtrauma>><<gstress>>
+<br>
+
+
+:: Moor Vehicle Give [nobr]
+<<effects>>
+
+You refuse to continue, dropping to the dirt and allowing the vehicle to drag you along. They pull to a halt.
+<br><br>
+
+<<link [[Next|Moor Vehicle End]]>><<set $eventskip to 1>><</link>>
+<br>
+
+:: Moor Vehicle End [nobr]
+<<effects>>
+
+<<if $phase is 3>>
+	"Thought you were gonna outlast the engine for a moment," the <<person>> says. "Maybe Remy needs a pack mule."
+<<elseif $phase is 2>>
+	"Not bad," the <<person>> says. "Maybe you'd make it in the country."
+<<elseif $phase is 1>>
+	"Disappointing," the <<person>> says. "Won't last long out here."
+<<else>>
+	"You townies are so weak," the <<person1>><<person>> says. "Wouldn't last a week out here."
+<</if>>
+<br><br>
+
+The <<person2>><<person>> unties you from the vehicle, but leaves your arms bound. The <<person1>><<person>> grasps your hair and forces you to the ground.
+<br><br>
+
+<<link [[Next|Moor Vehicle Rape]]>><<set $molestationstart to 1>><</link>>
+<br>
+
+
+:: Moor Vehicle Defeat 3 [nobr]
+<<effects>>
+
+It takes a brisk walk to keep up,
+<<if $athletics gte random(1, 200)>>
+	<span class="green">but you manage it.</span><<physique 2>>
+	<br><br>
+	
+	The <<person2>><<person>> throws an empty can out the window, and the vehicle speeds up, forcing you to jog.
+	<br><br>
+	
+	<<link [[Try to keep up (0:20)|Moor Vehicle Defeat 4]]>><<set $phase to 2>><<tiredness 4>><<pass 20>><<athletics 4>><</link>><<ggtiredness>><<ggathletics>><<athleticsdifficulty 1 600>>
+	<br>
+	<<link [[Give up|Moor Vehicle Give]]>><<pain 4>><<trauma 6>><<stress 6>><</link>><<gpain>><<gtrauma>><<gstress>>
+	<br>
+<<else>>
+	<span class="red">and you stumble to the dirt.</span> The vehicle drags you along behind it.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>><<physique 2>>
+	<br><br>
+	
+	They pull to a halt.
+	<br><br>
+	
+	<<link [[Next|Moor Vehicle End]]>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Vehicle Defeat 4 [nobr]
+<<effects>>
+
+You have to jog to keep up
+<<if $athletics gte random(1, 600)>>
+	<span class="green">but you manage it.</span><<physique 2>>
+	<br><br>
+	"<<pShes>> still at it," the <<person1>><<person>> shouts. The vehicle speeds up again.
+	<br><br>
+	
+	<<link [[Try to keep up (0:20)|Moor Vehicle Defeat 5]]>><<set $phase to 2>><<tiredness 6>><<pass 20>><<athletics 6>><</link>><<ggtiredness>><<ggathletics>><<athleticsdifficulty 1 1000>>
+	<br>
+	<<link [[Give up|Moor Vehicle Give]]>><<pain 4>><<trauma 6>><<stress 6>><</link>><<gpain>><<gtrauma>><<gstress>>
+	<br>
+<<else>>
+	<span class="red">and you stumble to the dirt.</span> The vehicle drags you along behind it.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>><<physique 4>>
+	<br><br>
+	
+	They pull to a halt.
+	<br><br>
+	
+	<<link [[Next|Moor Vehicle End]]>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Vehicle Defeat 5 [nobr]
+<<effects>>
+
+You have to run to keep up,
+<<if $athletics gte random(1, 1000)>>
+	<span class="green">but you manage it.</span><<physique 6>>
+	<br><br>
+	The <<person1>><<person>> cheers your endurance. The <<person2>><<person>> glances out the window. <<He>> looks surprised.
+	<br><br>
+	Your arms are jerked every time the vehicle hits a bump. The other end of the rope fares worse, slowly wearing through, until <span class="green">it breaks</span>. <<tearful>> you seize your chance, and run through the heather.
+	<br><br>
+	
+	The <<person1>><<person>> shouts, and they turn to give chase, but end up in a ditch.
+	<br><br>
+	
+	<<endevent>>
+	<<clearNPC moor_pair_1>>
+	<<clearNPC moor_pair_2>>
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<<else>>
+	<span class="red">and you stumble to the dirt.</span> The vehicle drags you along behind it.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>><<physique 6>>
+	<br><br>
+	
+	They pull to a halt.
+	<br><br>
+	
+	<<link [[Next|Moor Vehicle End]]>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Vehicle Rape [nobr]
+
+<<if $molestationstart is 1>>
+	<<set $molestationstart to 0>>
+	<<controlloss>>
+	<<violence 1>>
+	<<neutral 1>>
+	<<molested>>
+
+	<<maninit>>
+
+<</if>>
+
+<<effects>>
+
+<<effectsman>><<man>>
+
+<<stateman>>
+<br><br>
+<<actionsman>>
+
+<<if $enemyhealth lte 0>>
+	<span id="next"><<link [[Next|Moor Vehicle Rape Finish]]>><</link>></span><<nexttext>>
+<<elseif $enemyarousal gte $enemyarousalmax>>
+	<span id="next"><<link [[Next|Moor Vehicle Rape Finish]]>><</link>></span><<nexttext>>
+<<else>>
+	<span id="next"><<link [[Next|Moor Vehicle Rape]]>><</link>></span><<nexttext>>
+<</if>>
+
+:: Moor Vehicle Rape Finish [nobr]
+<<effects>>
+<<if $enemyarousal gte $enemyarousalmax>>
+	<<ejaculation>>
+	They laugh as they shove you in a ditch. You hear them drive away.
+	<br><br>
+	<<tearful>> you struggle to your feet.
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+
+<<elseif $enemyhealth lte 0>>
+	
+	The pair retreat to their vehicle, locking the doors behind them. Tires skid in the mud as they drive away.
+	<br><br>
+	<<tearful>> you dust yourself off.
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+	<<link [[Next|Moor]]>><<set $eventskip += 1>><</link>>
+	<br>
+
+<</if>>
+
+<<clearNPC 0 moor_pair_1>>
+<<clearNPC 1 moor_pair_2>>
+
+
+:: Moor Flower [nobr]
+<<effects>>
+
+You approach the pink flower. The scent is alluring. The petals brush your nose as you sniff.
+<br><br>
+
+A heat travels down your spine, resting in your loins. You're filled with a desperate yearning.
+<br><br>
+
+<<link [[Masturbate|Moor Flower Masturbation]]>><<set $masturbationstart to 1>><</link>>
+<br>
+<<link [[Leave|Moor Flower Leave]]>><</link>><<willpowerdifficulty 1 1000>>
+<br>
+
+:: Moor Flower Masturbation [nobr]
+<<effects>>
+<<if $masturbationstart is 1>>
+	<<set $masturbationstart to 0>>
+	<<set $masturbationstat += 1>>
+	<<masturbationstart>>
+	
+	You drop to your knees, unable to contain your lust. You have to cum. Right now.<<garousal>><<arousal 600>>
+	<br><br>
+<</if>>
+<<masturbationeffects>>
+<<masturbationactions>>
+<<link [[Continue|Moor Flower Masturbation]]>><</link>><<nexttext>>
+<br>
+<<link [[Stop|Moor Flower Masturbation Finish]]>><<set $finish to 1>><</link>>
+<br>
+
+:: Moor Flower Masturbation Finish [nobr]
+
+<<effects>>
+
+<<if $masturbationorgasm is 0>>
+
+	<<endmasturbation>>
+	<<endcombat>>
+
+	With great effort, you force your hands away from your body, grasping tufts of grass to keep them still. You crawl away from the flower, ignoring the ache.
+	<br><br>
+	
+	<<if $hallucinations gte 2>>
+		<span class="red">Something snags your ankle.</span> Roots erupt from the base of the flower. They whip around your waist, and drag you back.
+		<br><br>
+		
+		<<link [[Next|Moor Tentacles]]>><<set $molestationstart to 1>><</link>>
+		<br>
+	<<else>>
+		You're panting by the time you escape the scent's influence.<<gtiredness>><<ggstress>><<tiredness 6>><<stress 12>>
+		<br><br>
+
+		<<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>>
+		<br>
+	<</if>>
+
+<<else>>
+
+	
+	<<endmasturbation>>
+	<<endcombat>>
+
+	Satisfied, the scent's infleunce is lessened. <<tearful>> you continue your journey.
+	<br><br>
+
+	<<link [[Next|Moor]]>><<clotheson>><<set $eventskip to 1>><</link>>
+	<br>
+
+<</if>>
+
+
+:: Moor Flower Ignore [nobr]
+<<effects>>
+
+You try to ignore the sweet scent, 
+<<if $willpower gte random(1, 600)>>
+	<span class="green">and manage to tear yourself away.</span> You continue your journey.
+	<br><br>
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<<else>>
+	<span class="red">but can't bring yourself to walk away.</span><<gwillpower>><<willpower 3>>
+	<br><br>
+	
+	<<link [[Next|Moor Flower]]>><</link>>
+	<br>
+<</if>>
+
+:: Moor Flower Leave [nobr]
+<<effects>>
+
+You turn away,
+<<if $willpower gte random(1, 1000)>>
+	<span class="green">and manage to ignore the scent's influence.</span>
+	<br><br>
+	
+	You continue your journey.
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<<else>>
+	<span class="red">but the yearning is too much.</span><<gwillpower>><<willpower 3>>
+	<br><br>
+	
+	<<link [[Next|Moor Flower Masturbation]]>><<set $masturbationstart to 1>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Tentacles [nobr]
+
+<<if $molestationstart is 1>>
+	<<set $molestationstart to 0>>
+	<<set $combat to 1>>
+	<<set $enemytype to "tentacles">>
+	<<molested>>
+	<<controlloss>>
+
+	<<tentaclestart 6 15>>
+
+<</if>>
+
+<<statetentacles>>
+You count $tentacles.active tentacles surrounding you.
+
+<<effects>>
+<<effectstentacles>>
+<<tentacles>>
+<<actionstentacles>>
+
+<<if $tentacles.active lte ($tentacles.max / 2)>>
+	<span id="next"><<link [[Next|Moor Tentacles Finish]]>><</link>></span><<nexttext>>
+<<else>>
+	<span id="next"><<link [[Next|Moor Tentacles]]>><</link>></span><<nexttext>>
+<</if>>
+
+:: Moor Tentacles Finish [nobr]
+<<effects>>
+
+The roots return to the earth. The sweet scent lingers in the air.
+<br><br>
+
+<<tearful>> you struggle to your feet.
+<br><br>
+
+<<clotheson>>
+<<endcombat>>
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+
+:: Moor Luck [nobr]
+<<effects>>
+
+You recite the words you learned. Maybe it did nothing, but you feel a little better regardless.
+<br><br>
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+
+:: Moor Cliff Pull [nobr]
+<<effects>>
+
+<<if $athletics gte random(1, 1000)>>
+	<span class="green">The shrub holds</span> as you pull yourself onto the ledge. You lie there a moment as your pulse calms.
+	<br><br>
+<<else>>
+	You try to scramble onto the ledge, <span class="red">but the shrub comes loose.</span> You plunge to the earth below.<<gggpain>><<ggstress>><<pain 12>><<stress 12>>
+	<br><br>
+	<<tearful>> you climb to your feet. You hope you can walk it off.
+	<br><br>
+<</if>>
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+
+:: Moor Cliff Drop [nobr]
+<<effects>>
+
+You let go of the shrub, and try to land in a safe position. You almost manage it.
+<br><br>
+
+<<tearful>> you climb to your feet. You hope you can walk it off.
+<br><br>
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+:: Moor Cats Detour [nobr]
+<<effects>>
+
+You turn and walk the way you came, until you find an alternative path. This one isn't quite so scary.
+<br><br>
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+:: Moor Cats Continue [nobr]
+<<effects>>
+
+You continue your journey.
+
+<<if $rng gte 51>>
+	<<beastNEWinit 3 cat>>
+	It's just a feeling, after all.
+	<br><br>
+	You hear a patter of feet behind you. You turn, and face a pair of yellow eyes. You hear more feet. You're surrounded.
+	<br><br>
+	<<if $monster is 1>>
+		A <<beasttype 0>> pounces, <span class="purple">pinning you to the ground.</span> "I'm glad you're here," <<bhe 0>> says. "Such a boring day." <<bHe 0>> leaps away instead of pressing the attack. You rise to your feet, only to be pinned by <<bhis 0>> friend.
+	<<else>>
+		One of the large cats pounces, <span class="purple">pinning you to the ground.</span> It growls at you a moment, but then leaps away instead of pressing the attack. You rise to your feet, only to be pinned by a second cat.
+	<</if>>
+	<<if $worn.lower.name isnot "naked">>
+		This one flips you onto your belly, and hooks <<bhis 1>> claws into your $worn.lower.name.
+		<br><br>
+		<<set $worn.lower.integrity -= 100>>
+		<<if $worn.lower.integrity lte 0>>
+			<<bHe 1>> <span class="pink">tears the fabric from your body,</span> exposing your <<undies>> with little effort.
+			<<integritycheck no_text>><<exposure>>
+			<br><br>
+		<<else>>
+			<<bHe 1>> tries to tear the fabric from your body, but it remains firm. You are instead lifted into the hair, before the claws come free, dumping you back on the ground.
+			<br><br>
+		<</if>>
+	<<elseif $worn.under_lower.name isnot "naked">>
+		This one flips you onto your belly, and hooks <<bhis 1>> claws into your $worn.under_lower.name.
+		<br><br>
+		<<set $worn.under_lower.integrity -= 100>>
+		<<if $worn.under_lower.integrity lte 0>>
+			<<bHe 1>> <span class="pink">tears the fabric from your body,</span> exposing your <<genitals>> with little effort.
+			<<integritycheck no_text>><<exposure>>
+			<br><br>
+		<<else>>
+			<<bHe 1>> tries to tear the fabric from your body, but it remains firm. You are instead lifted into the hair, before the claws come free, dumping you back on the ground.
+			<br><br>
+		<</if>>
+	<<else>>
+		This one flips you onto your belly.
+		<br><br>
+	<</if>>
+		
+		<<link [[Soothe|Moor Cats Soothe]]>><</link>><<tendingdifficulty 500 1100>>
+		<br>
+		<<link [[Fight|Moor Cats Rape]]>><<set $phase to 0>><<set $molestationstart to 1>><</link>>
+		<br>
+		<<link [[Submit|Moor Cats Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
+		<br>
+<<else>>
+	It's just a feeling, after all, and you soon leave it behind.
+	<br><br>
+	
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<</if>>
+
+:: Moor Cats Soothe [nobr]
+<<effects>>
+
+You sing a soothing tune,
+<<if $tending gte random(500, 1100)>>
+	<span class="green">and the <<beastsplural>> back away from you.</span> They crouch, listening.
+	<br><br>
+	<<if $monster is 1>>
+		"More!" a <<beasttype 2>> says when you finish. You're not sure you have a choice. You're safe as long as they're enraptured.
+		<br><br>
+		You finish a second time. There's a pause. "Thanks for the song," a <<beasttype 1>> says. <<bHe 1>> turns and disappears behind a rock. The others follow.
+		<br><br>
+	<<else>>
+		When you finish, the largest turns and disappears behind a rock. The others follow.
+		<br><br>
+	<</if>>
+	
+	<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
+	<br>
+<<else>>
+	<span class="red">but fear cracks your voice.</span> The <<beastsplural>> are unimpressed.
+	<br><br>
+	
+	<<if $monster is 1>>
+		"Why's it making that noise?" A <<beasttype 2>> asks.
+		<br>
+		"I'll shut it up."
+		<br><br>
+		You feel hands grasp your shoulders.
+		<br><br>
+	<<else>>
+		Paws land on your shoulders.
+		<br><br>
+	<</if>>
+	
+	<<link [[Next|Moor Cats Rape]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>>
+	<br>
+<</if>>
+
+:: Moor Cats Rape [nobr]
+<<if $molestationstart is 1>>
+	<<set $molestationstart to 0>>
+	<<controlloss>>
+	<<violence 1>>
+	<<neutral 1>>
+	<<molested>>
+
+	<<beastTrainGenerate>>
+	<<if $phase is 1>>
+		<<if $NPCList[0].penis isnot "none">>
+			You remain on your knees as the <<beasttype 0>> mounts you.
+			<<set $position to "doggy">><<set $NPCList[0].stance to "top">>
+		<<else>>
+			The <<beasttype 0>> flips you onto your back, and mounts you.
+			<<set $position to "missionary">><<set $NPCList[0].stance to "top">>
+		<</if>>
+	<<else>>
+		You kick the <<beasttype 0>> away from you. <<bHe 0>> hisses.
+		<<set $enemyanger += 30>><<set $enemyhealth -= 100>>
+	<</if>>
+<</if>>
+<<effects>>
+<<effectsman>>
+<br>
+<<beast $enemyno>>
+<br><br>
+<<stateman>>
+<br><br>
+<<actionsman>>
+<<if $enemyarousal gte $enemyarousalmax>>
+	<span id="next"><<link [[Next|Moor Cats Rape End]]>><</link>></span><<nexttext>>
+<<elseif $enemyhealth lte 0>>
+	<span id="next"><<link [[Next|Moor Cats Rape End]]>><</link>></span><<nexttext>>
+<<else>>
+	<span id="next"><<link [[Next|Moor Cats Rape]]>><</link>></span><<nexttext>>
+<</if>>
+
+:: Moor Cats Rape End [nobr]
+<<effects>>
+<<if $enemyhealth lte 0>>
+	<<beastwound>>
+	<<if $combatTrain.length gt 0>>
+		The <<beasttype>> recoils in pain and fear, but another is eager for a go.
+		<<combatTrainAdvance>>
+		<br><br>
+		[[Next|Moor Cats Rape]]
+	<<else>>
+		The <<beasttype>> recoils in pain and fear.
+		<<combatTrainAdvance>>
+		<br><br>
+		<<link [[Next|Moor Cats Rape End]]>><<set $finish to 1>><</link>>
+	<</if>>
+<<elseif $enemyarousal gte $enemyarousalmax>>
+	<<beastejaculation>>
+	<<if $combatTrain.length gt 0>>
+		Satisfied, the <<beasttype>> moves and another takes its turn.
+		<<combatTrainAdvance>>
+		<br><br>
+		[[Next|Moor Cats Rape]]
+	<<else>>
+		Satisfied, the <<beasttype>> moves away from you.
+		<<combatTrainAdvance>>
+		<br><br>
+		<<link [[Next|Moor Cats Rape End]]>><<set $finish to 1>><</link>>
+	<</if>>
+<<else>>
+	<<if $enemywounded is 1 and $enemyejaculated is 0>>
+		The <<beasttype>> whimpers and flees.
+	<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
+		Satisfied, the <<beasttype>> leaves.
+	<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
+		Feeling that you're more trouble than you're worth, the <<beastsplural>> flee.
+	<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
+		The <<beastsplural>> leave you spent and shivering on the grass.
+	<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
+		The <<beastsplural>> leave you spent and shivering on the grass.
+	<</if>>
+	<br><br>
+	<<tearful>> you struggle to your feet.
+	<br><br>
+	<<clotheson>>
+	<<endcombat>>
+	<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+	<br>
+<</if>>
+
+
+
+
+
diff --git a/game/overworld-plains/loc-moor/main.twee b/game/overworld-plains/loc-moor/main.twee
index 2f76578937..9582f58989 100644
--- a/game/overworld-plains/loc-moor/main.twee
+++ b/game/overworld-plains/loc-moor/main.twee
@@ -1,9 +1,26 @@
 :: Moor [nobr]
 <<set $location to "moor">><<set $outside to 1>><<effects>>
 
-You are on the moor.
+<<switch $moormove>>
+<<case "careful">>
+	You move through the moor, taking detours around hillocks and other higher areas.
+<<case "quick">>
+	You move through the moor by the most direct path.
+<<case "normal">>
+	You move through the moor, avoiding the more conspicuous areas.
+<<case "careful_search">>
+	You keep low, searching the nooks and crannies of the moor.
+<<case "quick_search">>
+	You climb the nearest hillock, and observe the surrounding area. You get a good view of the moor.
+<<case "normal_search">>
+	You search the moor for anything of value.
+<<default>>
+	You are on the moor.
+<</switch>>
+
 <<if $moor gte 100>>
 	A great castle looms above, despite being ruined and half-sunken into the peat.
+	<<earnFeat "Wet and Ruined">>
 <<elseif $moor gte 51>>
 	Water bubbles up from unseen wells, running between the bushes and rocks. The ground is uneven and treacherous.
 <<elseif $moor gte 21>>
@@ -11,43 +28,621 @@ You are on the moor.
 <<elseif $moor gte 1>>
 	Plains of heather stretch in all directions.
 <<else>>
-	You see farmland on the horizon, and the sea beyond.
+	A great plain of heather stretches before you. Farms lie in the other direction, and the sea beyond.
+<</if>>
+<<if $moor is 10>>
+	You're stood outside a farm, surrounded by tall fences. A sign beside the entrance reads: "Remy estate."
 <</if>>
 <<if $weather is "rain">>
 	There are few places to hide from the rain.
 <<elseif $weather is "snow">>
 	A sheet of snow covers everything.
 <</if>>
+
 <br><br>
 
-<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
-<<if $eventskip is 0>>
-	<<if $danger gte (9900 - $allure)>>
+<<if $moor is 20>>
+	You see a faded sign. You can make out a little: "D--ger. W--d ani-a-s."
+	<br><br>
+<<elseif $moor is 50>>
+	You see a faded sign. You can make out little: "D----- Q--c-s--d"
+	<br><br>
+<<elseif $moor is 0>>
+	You see a sign beside a trail leading into the heather. It reads: "Danger. Keep out."
+	<br><br>
+<</if>>
 
+<<if $stress gte 10000>>
+	You've pushed yourself too much.
+	<br><br>
+	<<passout_moor>>
+<<elseif $eventskip is 0>>
+	<<if $moor gte 51>>
+		<<eventsmoorhigh>>
+	<<elseif $mooor gte 21>>
+		<<eventsmoormid>>
 	<<else>>
-
+		<<eventsmoorlow>>
 	<</if>>
 <<else>>
-
+	<<if $moor gte 100>>
+		<<link [[Enter the castle (0:10)|Castle]]>><<pass 10>><</link>>
+		<br>
+	<</if>>
+	<<if $moor gte 51>>
+		<<if $pubtask is "moor" and $pubtask2 isnot 1>>
+			<<if $pubtasksetting is "lurkers" and $bestialitydisable is "f">>
+				<<link [[Search for Landry's black box|Moor Box Lurkers]]>><</link>>
+				<br><br>
+			<<elseif $pubtasksetting is "person">>
+				<<link [[Search for Landry's black box|Moor Box]]>><</link>>
+				<br><br>
+			<<elseif random(1, 2) is 2 and $bestialitydisable is "f">>
+				<<link [[Search for Landry's black box|Moor Box Lurkers]]>><</link>>
+				<br><br>
+			<<else>>
+				<<link [[Search for Landry's black box|Moor Box]]>><</link>>
+				<br><br>
+			<</if>>
+		<</if>>
+	<</if>>
 	<<if $moor lt 100>>
-		Go deeper into the moor.
+		Walk deeper into the moor
 		<br>
-		<<link [[Carefully|Moor]]>><<set $moor += 5>><<set $forestmod to 0.5>><</link>>
+		<<link [[Carefully (0:30)|Moor]]>><<pass 30>><<set $moor += 5>><<set $moormove to "careful">><<set $forestmod to 0.5>><</link>><<lharass>>
 		<br>
-		<<link [[Normally|Moor]]>><<set $moor += 5>><<set $forestmod to 1>><</link>>
+		<<link [[Normally (0:10)|Moor]]>><<pass 10>><<set $moor += 5>><<set $forestmod to 1>><<set $moormove to "normal">><</link>>
 		<br>
-		<<link [[Quickly|Moor]]>><<set $moor += 5>><<set $forestmod to 3>><</link>>
+		<<link [[Quickly (0:05)|Moor]]>><<pass 5>><<set $moor += 5>><<set $forestmod to 3>><<set $moormove to "quick">><</link>><<gharass>>
+		<br><br>
 	<</if>>
+		Search nearby <<gtreasure>>
+		<br>
+		<<link [[Carefully (0:30)|Moor]]>><<pass 30>><<set $moor += 5>><<set $forestmod to 0.5>><<set $moormove to "careful_search">><</link>><<lharass>>
+		<br>
+		<<link [[Normally (0:10)|Moor]]>><<pass 10>><<set $moor += 5>><<set $forestmod to 1>><<set $moormove to "normal_search">><</link>>
+		<br>
+		<<link [[Quickly (0:05)|Moor]]>><<pass 5>><<set $moor += 5>><<set $forestmod to 3>><<set $moormove to "quick_search">><</link>><<gharass>>
+		<br><br>
 	<<if $moor gt 0>>
-		Walk toward the coast.
+		Walk towards the coast
+		<br>
+		<<link [[Carefully (0:30)|Moor]]>><<pass 30>><<set $moor -= 5>><<set $forestmod to 0.5>><<set $moormove to "careful">><</link>><<lharass>>
 		<br>
-		<<link [[Carefully|Moor]]>><<set $moor -= 5>><<set $forestmod to 0.5>><</link>>
+		<<link [[Normally (0:10)|Moor]]>><<pass 10>><<set $moor -= 5>><<set $forestmod to 1>><<set $moormove to "normal">><</link>>
 		<br>
-		<<link [[Normally|Moor]]>><<set $moor -= 5>><<set $forestmod to 1>><</link>>
+		<<link [[Quickly (0:05)|Moor]]>><<pass 5>><<set $moor -= 5>><<set $forestmod to 3>><<set $moormove to "quick">><</link>><<gharass>>
+		<br><br>
+	<<else>>
+		<<link [[Enter the farmlands (0:05)|Farmland]]>><<pass 5>><<set $moor to 0>><<set $forestmod to 1>><</link>>
 		<br>
-		<<link [[Quickly|Moor]]>><<set $moor -= 5>><<set $forestmod to 3>><</link>>
 	<</if>>
 <</if>>
 
 <<set $eventskip to 0>>
+<<unset $moormove>>
+
+:: Castle [nobr]
+<<effects>>
+
+You are in the courtyard of a ruined castle. Even derelict and half-sunk, the ruin towers all around you.
+<br><br>
+
+
+<<if $treasure_map is 1>>
+	<span class="gold">The treasure map you found directed you here.</span>
+	<br><br>
+	<<link [[Dig for treasure (2:00)|Castle Treasure]]>><<pass 120>><<unset $treasure_map>><<tiredness 6>><</link>><<gtiredness>>
+	<br>
+<</if>>
+<<link [[Leave|Moor]]>><</link>>
+<br>
+
+:: Castle Treasure [nobr]
+<<effects>>
+
+You get to work digging through the peat. The middle seems as good a place to start as any.
+<br><br>
+You soon find yourself wishing the map had been more specific. There's no guarantee there's anything here, after all.
+<br><br>
+
+<<link [[Next|Castle Treasure 2]]>><</link>>
+<br>
+
+:: Castle Treasure 2 [nobr]
+<<effects>>
+
+You leave a trail of holes behind you, but barely a fifth of the courtyard has been searched.
+<br><br>
+You're considering giving up when your fingers brush against something hard. You dig with renewed vigour, tearing up the peat, and pull out the object. It's just a log.
+<br><br>
+
+<<link [[Next|Castle Treasure 3]]>><</link>>
+<br>
+
+:: Castle Treasure 3 [nobr]
+<<effects>>
+
+There's something beneath. You chuck the log aside, and reach back into the hole. You lift a wooden chest from the soil. It's not locked.
+<br><br>
+
+Inside is a black iron bell. The exterior is marked with symbols common at the temple. Was it stolen? It's even heavier than it looks. You ring it. At first there's no sound, and you wonder if it still works. Then a deep, sonorous toll rings out. Dread washes over you. You shiver.<<gstress>><<stress 6>>
+<br><br>
+
+You find yourself wanting to leave it buried, but it could be worth a lot to a collector.
+<br><br>
+
+<<earnFeat "Buried Treasure">>
+<<set $antiquemoney += 10000>><<museumAntiqueStatus "antiquebell" "found">>
+
+<<link [[Next|Castle]]>><</link>>
+<br>
+
+
+:: Moor Box Lurkers [nobr]
+<<effects>>
+
+<<if $pubtasksetting is "lurkers">>
+	You find the black box, still sitting on an island, surrounded by dark water.
+	<br><br>
+<<else>>
+	<<set $pubtasksetting to "lurkers">>
+	You climb a hillock, and peer at the surrouding terrain, searching for the black box.
+	<br><br>
+
+	You spot it close by, sitting on an island in the middle of a dark pool. You see trails along the surface. Things swim beneath.
+	<br><br>
+<</if>>
+<<link [[Wade across|Moor Box Lurkers 2]]>><</link>>
+<br>
+<<link [[Leave|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+
+:: Moor Box Lurkers 2 [nobr]
+<<water waist>><<effects>>
+
+You drop into the water, and wade through. The creatures dart towards you as your ripples touch them.
+<br><br>
+
+<<link [[Next|Moor Box Struggle]]>><<set $struggle_start to 1>><</link>>
+<br>
+
+:: Moor Box Struggle [nobr]
+<<water waist>><<effects>>
+
+
+<<if $struggle_start is 1>>
+	<<struggle_init>>
+	<<set $struggle.creature to "lurker">>/*Creature species*/
+	<<struggle_creatures 2 1>>/*How many creatures will be involved, and their health.*/
+	<<set $combat to 1>>
+	<<controlloss>>
+	<<violence 1>>
+	<<molested>>
+	
+	<<unset $struggle_start>>
+	<<set $timer to 3>>
+<</if>>
+
+<<if $timer is 2>>
+	<<struggle_add 1 1>>
+	<span class="pink">A third creature Swims towards you!</span>
+	<br><br>
+<<elseif $timer is 1>>
+	<<struggle_add 1 1>>
+	<span class="pink">A fourth creature swims towards you!</span>
+	<br><br>
+<</if>>
+
+<<struggle>>
+
+
+
+<<if $struggle.done gte $struggle.number>>
+	<<link [[Next|Moor Box Struggle End]]>><</link>>
+	<br>
+<<else>>
+	<<link [[Next|Moor Box Struggle]]>><</link>>
+	<br>
+<</if>>
+
+
+:: Moor Box Struggle End [nobr]
+<<water waist>><<effects>>
+
+The creatures disppear beneath the surface.
+<br><br>
+
+<<clotheson>>
+<<endcombat>>
+
+You make it to the island. The black box lies atop a torn satchel. You pick it up.
+<<set $pubtask2 to 1>>
+<br><br>
+
+The journey back to shore proves safer.
+<br><br>
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+
+:: Moor Box [nobr]
+<<effects>>
+
+<<if $pubtasksetting is "person">>
+	<<loadNPC 0 moor>><<person1>>
+	You climb the hillock, and find the <<person>> sitting atop the rocks. <<covered>> <<Hes>> holding the black box. "Changed your mind?" <<he>> asks.
+	<br><br>
+	
+	<<link [[Next|Moor Box 2]]>><</link>>
+	<br>
+<<else>>
+	<<set $pubtasksetting to "person">>
+	You climb atop a hillock, one crowned by a pile of rocks, and peer at the surrounding terrain, searching for Landry's black box.
+	<br><br>
+	
+	<<generate1>><<person1>>
+	<<saveNPC 0 moor>>
+	"What brings a cute <<girl>> all the way out here?" says a voice from behind. Startled, you almost trip in your haste to turn. A <<person>> sits atop the rocks, watching you. <<covered>>
+	<br>
+	
+	<<if $submissive gte 1150>>
+		"I-I'm looking for something," you say. "A black box."
+	<<elseif $submissive lte 850>>
+		"I'm looking for missing property," you say. "A black box."
+	<<else>>
+		"I'm looking for a black box," you say.
+	<</if>>
+	<br>
+	"Really?" the <<person>> replies. <<He>> bends over. "Would this be it?" <<He>> pulls a black box out from behind a rock.
+	<br><br>
+	
+	You nod. The <<person>> smiles.
+	<br><br>
+	
+	<<link [[Next|Moor Box 2]]>><</link>>
+	<br>
+<</if>>
+
+:: Moor Box 2 [nobr]
+<<effects>>
+
+<<if $exposed gte 2>>
+	"I'm happy to part with it," the <<person>> says. "But I'd like something in return.
+	
+	<<if $leftarm is "bound" and $rightarm is "bound">>
+		Spied you running over the moor. Face me properly. I want to see your <<if $player.gender_appearance is "m">>cock<<else>>pussy<</if>>."
+		<br><br>
+	<<else>>
+		"Move your arms. I want to see your I want to see your <<if $player.gender_appearance is "m">>cock<<else>>pussy<</if>>."
+		<br><br>
+	<</if>>
+	
+	<<if $exhibitionism gte 55>>
+		<<link [[Comply|Moor Box Naked]]>><</link>><<exhibitionist4>>
+		<br>
+	<<else>>
+		<span class="blue">You're not exhibitionistic enough to do such a thing.</span> <i>Perhaps if you dressed properly <<his>> request would be more reasonable.</i>
+		<br><br>
+	<</if>>
+	
+<<else>>
+	"I'm happy to part with it," the <<person>> says. "But I'd like something in return. Your underwear."
+	<br>
+	
+	<<if $submissive gte 1150>>
+		"M-my underwear?" you ask.
+		<br>
+		The <<person>> nods. "You heard me."
+		<br><br>
+	<<elseif $submissive lte 850>>
+		"Tell me where you found the box first," you say. "How do I know you haven't taken the contents."
+		<br>
+		"I found it. Can't open it. Believe me, I've tried."
+		<br><br>
+	<<else>>
+		"You want my underwear?" you ask.
+		<br>
+		The <<person>> nods. "You heard me."
+		<br><br>
+	<</if>>
+	
+	<<if $worn.under_lower.name is "naked">>
+		<<link [[Say you aren't wearing any|Moor Box No Undies]]>><</link>>
+		<br>
+	<<elseif $worn.lower.type.includes("naked")>>
+		<<if $exhibitionism gte 75>>
+			<<link [[Take them off|Moor Box Undies]]>><</link>><<exhibitionist5>>
+			<br>
+		<<else>>
+			Giving <<him>> your <<underbottoms>> will leave you with nothing to cover with. <span class="blue">You're not exhibitionistic enough for that.</span>
+		<</if>>
+	<<elseif $worn.upper.type.includes("naked") and ($player.gender_appearance is "f" or $player.gender is "f")>>
+		<<if $exhibitionism gte 55>>
+			<<link [[Take them off|Moor Box Undies]]>><</link>><<exhibitionist4>>
+			<br>
+		<<else>>
+			Giving <<him>> your $worn.under_upper.name will leave you topless. <span class="blue">You're not exhibitionistic enough for that.</span>
+			<br><br>
+		<</if>>
+	<<else>>
+		<<link [[Take them off|Moor Box Undies]]>><</link>><<exhibitionist1>>
+		<br>
+	<</if>>
+	<<link [[Leave|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
+	<br>
+	
+<</if>>
+
+:: Moor Box Naked [nobr]
+<<effects>>
+
+<<if $leftarm is "bound" and $rightarm is "bound">>
+	<<flaunting>> you move your arms. The <<person>> ogles your <<genitals>>.
+<<else>>
+	<<flanting>> you face the <<person>>. <<He>> ogles your <<genitals>>.
+<</if>>
+<<exhibitionism4>>
+<<if $penisexist is 1 and $vaginaexist is 1>>
+	"Both?" <<he>> asks. "It's my lucky day. Shame I don't have a camera."
+<<elseif $penisexist is 1>>
+	<<if $player.gender_appearance is "f">>
+		"Now there's a surprise," <<he>> says.
+		<<if $penissize gte 4>>
+			"And it's so big. Shame I don't have a camera."
+		<<elseif $penissize lte 1>>
+			"Though I can barely see it from here."
+		<<else>>
+			
+		<</if>>
+	<<else>>
+		"Nice cock," <<he>> says.
+		<<if $penissize gte 4>>
+			"It's so big. Shame I don't have a camera."
+		<<elseif $penissize lte 1>>
+			"Though I can barely make it out from here." <<He>> laughs.
+		<<else>>
+			
+		<</if>>
+	<</if>>
+<<else>>
+	<<if $player.gender_appearance is "m">>
+		"Now there's a surprise," <<he>> says.
+	<<else>>
+		"Nice pussy," <<he>> says.
+	<</if>>
+<</if>>
+<br>
+
+<<if $leftarm is "bound" and $rightarm is "bound">>
+	You cover yourself, and hold out your hand.
+<</if>>
+<<if $submissive gte 1150>>
+	"Can I have the box now?" you ask.
+<<elseif $submissive lte 850>>
+	"The box," you say. "Give it to me."
+<<else>>
+	"I did as you asked," you say.
+<</if>>
+<br>
+The <<person>> sighs. "Fine." <<He>> chucks it onto the earth beside you. You crouch to retrieve it. By the time you rise, the <<person>> is gone.
+<br><br>
+<<set $pubtask2 to 1>>
+
+<<endevent>>
+<<clearNPC moor>>
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+
+:: Moor Box No Undies [nobr]
+<<effects>>
+
+<<if $submissive gte 1150>>
+	"B-but I'm not wearing any," you say.
+<<elseif $submissive lte 850>>
+	"I'm not wearing any," you say.
+<<else>>
+	"I'm not wearing any," you say.
+<</if>>
+<br><br>
+
+"Great," the <<person>> says. "Prove it. Show me your <<if $player.gender_appearance is "m">>cock<<else>>pussy<</if>>."
+<br><br>
+
+<<if $exhibitionism gte 55>>
+	<<link [[Show|Moor Box Show]]>><</link>><<exhibitionist4>>
+	<br>
+<<else>>
+	<span class="blue">You're not enough of an exhibitionist to expose yourself to a stranger.</span>
+	<br><br>
+<</if>>
+
+<<link [[Leave|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
+<br>
+
+
+:: Moor Box Show [nobr]
+<<effects>>
+
+<<if $worn.lower.skirt is 1>>
+	<<flaunting>> you lift your skirt.
+<<elseif $worn.upper.set is $worn.lower.set>>
+	<<flaunting>> you tug your $worn.upper.name down your chest, over you waist, and then your thighs.
+<<else>>
+	<<flanting>> you tug your $worn.lower.name down your thighs.
+<</if>>
+The <<person>> ogles your <<genitals>>.
+<<exhibitionism4>>
+
+<<if $penisexist is 1 and $vaginaexist is 1>>
+	"Both?" <<he>> asks. "It's my lucky day. Shame I don't have a camera."
+<<elseif $penisexist is 1>>
+	<<if $player.gender_appearance is "f">>
+		"Now there's a surprise," <<he>> says.
+		<<if $penissize gte 4>>
+			"And it's so big. Shame I don't have a camera."
+		<<elseif $penissize lte 1>>
+			"Though I can barely see it from here."
+		<<else>>
+			
+		<</if>>
+	<<else>>
+		"Nice cock," <<he>> says.
+		<<if $penissize gte 4>>
+			"It's so big. Shame I don't have a camera."
+		<<elseif $penissize lte 1>>
+			"Though I can barely make it out from here." <<He>> laughs.
+		<<else>>
+			
+		<</if>>
+	<</if>>
+<<else>>
+	<<if $player.gender_appearance is "m">>
+		"Now there's a surprise," <<he>> says.
+	<<else>>
+		"Nice pussy," <<he>> says.
+	<</if>>
+<</if>>
+<br>
+
+<<if $leftarm is "bound" and $rightarm is "bound">>
+<<else>>
+	You cover yourself, and hold out your hand.
+<</if>>
+<<if $submissive gte 1150>>
+	"Can I have the box now?" you ask.
+<<elseif $submissive lte 850>>
+	"The box," you say. "Give it to me."
+<<else>>
+	"I did as you asked," you say.
+<</if>>
+<br>
+The <<person>> sighs. "Fine." <<He>> chucks it onto the earth beside you. You crouch to retrieve it. By the time you rise, the <<person>> is gone.
+<br><br>
+<<set $pubtask2 to 1>>
+
+<<endevent>>
+<<clearNPC moor>>
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
+:: Moor Box Undies [nobr]
+<<effects>>
+
+<<if $worn.lower.type.includes("naked")>>
+
+	You'll be left
+	<<if $worn.upper.type.includes("naked")>>
+		naked.
+	<<else>>
+		bottomless.
+	<</if>>
+	"Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.
+	<br><br>
+	<<if $worn.under_upper.set is $worn.under_lower.set>>
+		You tug your $worn.under_upper.name down your chest, until it bunches at your waist. You tug it further, down your thighs, over your knees, and then your ankles. You step out of the fabric, lift it, and hold it towards the <<person>>.
+		<<exhibitionism5>>
+		Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
+		<br><br>
+		<<underupperruined>><<underlowerruined>>
+	<<else>>
+		You pull your $worn.under_lower.name down your thighs, over your knees, and then your ankles. You step out of the fabric, lift it, and hold it towards the <<person>>.
+		<<exhibitionism5>>
+		Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
+		<br><br>
+		<<underlowerruined>>
+	<</if>>
+<<elseif $worn.lower.skirt is 1>>
+	<<if $worn.under_upper.set is $worn.under_lower.set>>
+		<<if $worn.upper.type.includes("naked")>>
+			You'll be left topless. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.
+			<br><br>
+			You tug your $worn.under_upper.name down your chest, until it bunches at your waist. You hitch up your skirt, and begin pulling it the rest of the way, down your thighs, over your knees, and then your ankles. You step out of the fabric before holding it towards the <<person>>
+			<<if $player.gender is "f" or $player.gender_appearance is "f">>
+				<<exhibitionism4>>
+			<<else>>
+				<<exhibitionism1>>
+			<</if>>
+			Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
+			<br><br>
+			<<underupperruined>><<underlowerruined>>
+		<<else>>
+			You tug your $worn.under_upper.name down your chest, until it bunches at your waist. You hitch up your skirt, and begin pulling it the rest of the way, down your thighs, over your knees, and then your ankles. You step out of the fabric before holding it towards the <<person>>
+			<<exhibitionism1>>
+			
+			Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
+			<br><br>
+			<<underupperruined>><<underlowerruined>>
+		<</if>>
+	<<else>>
+		You hitch up the sides of your skirt, and pull your $worn.under_lower.name down your thighs, over your knees, and down to your ankles. The <<person>> watches intently.
+		<<exhibitionism1>>
+		
+		You step out of them, lift them from the ground, and hold them towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
+		<br><br>
+		<<underlowerruined>>		
+	<</if>>
+<<else>>
+	<<if $worn.under_upper.set is $worn.under_lower.set>>
+		<<if $worn.upper.set is $worn.lower.set>>
+			You'll need to remove your $worn.upper.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.
+			<br><br>
+			
+			You shuffle out of your top and bottoms, then tug your $worn.under_upper.name down your chest, until it bunches at your waist. You continue pulling it down your thighs, over your knees, and then your ankles. You step out of the fabric, and put your $worn.upper.name back on.
+			<<exhibitionism1>>
+			
+			You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
+			<br><br>
+			<<underupperruined>><<underlowerruined>>
+		<<else>>
+			You'll need to remove your $worn.lower.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.
+			<br><br>
+			
+			You pull down your bottoms, then tug your $worn.under_upper.name down your chest, until it bunches at your waist. You continue pulling it down your thighs, over your knees, and then your ankles. You step out of the fabric, and pull your $worn.lower.name back on.
+			<<exhibitionism1>>
+			
+			You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_upper.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
+			<br><br>
+			<<underupperruined>><<underlowerruined>>
+			
+		<</if>>
+	<<else>>
+		<<if $worn.upper.set is $worn.lower.set>>
+			You'll need to remove your $worn.upper.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.
+			<br><br>
+			
+			You shuffle out of your top and bottoms, then tug your $worn.under_lower.name down your thighs, over your knees, and then your ankles. You step out of the fabric, and pull your $worn.upper.name back on.
+			<<exhibitionism1>>
+			
+			You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
+			<br><br>
+			<<underlowerruined>>
+		<<else>>
+			You'll need to remove your $worn.lower.name first. "Turn around," you say. The <<person>> obliges, facing away and resting <<his>> hands on <<his>> hips.
+			<br><br>
+			
+			You shuffle out of your bottoms, then tug your $worn.under_lower.name down your thighs, over your knees, and then your ankles. You step out of the fabric, and pull your $worn.lower.name back on.
+			<<exhibitionism1>>
+			
+			You hold the fabric towards the <<person>>. Eager, <<he>> clambers down the rocks, and snatches your $worn.under_lower.name from your hand. <<He>> drops the black box to the ground as <<he>> climbs back up, as if forgetting about it.
+			<br><br>
+			<<underlowerruined>>
+		<</if>>
+	<</if>>
+<</if>>
+
+You crouch to retrieve the box. The <<person>> is gone by the time you rise. <<covered>>
+<br><br>
+
+<<set $pubtask2 to 1>>
+
+<<endevent>>
+<<clearNPC moor>>
+
+<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+<br>
+
 
diff --git a/game/overworld-plains/loc-moor/widgets.twee b/game/overworld-plains/loc-moor/widgets.twee
new file mode 100644
index 0000000000..bbcec2fe53
--- /dev/null
+++ b/game/overworld-plains/loc-moor/widgets.twee
@@ -0,0 +1,651 @@
+:: Moor Widgets [widget]
+<<widget "eventsmoorlow">><<nobr>>
+<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
+<<if random(1, 8) is 8 or ($moormove is "quick_search" or $moormove is "normal_search" or $moormove is "careful_search") and random(1, 4) is 4>>
+	<<set $rng to random (1, 2)>>
+	<<if $rng is 2>>
+		You see a bullet lying at the edge of a trail. It looks old. A collector might pay for it.
+		<br><br>
+		<<set $antiquemoney += 50>><<museumAntiqueStatus "antiquebullet" "found">>
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<else>>
+		You see tufts of white flowers growing among the heather.
+		
+		
+		<<if $tending gte 300>>
+			Wild carrots.
+			<br><br>
+			
+			<<link [[Pick wild carrots (0:30)|Moor Carrots]]>><<pass 30>><</link>><<tendingdifficulty 300 600>>
+			<br>
+		<<else>>
+			
+			<span class="blue">You need a higher tending skill to identify them.</span>
+			<br><br>
+		<</if>>
+		<<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<</if>>
+<<elseif $danger gte (9900 - ($allure * $forestmod))>>
+	<<set $rng to random(1, 5)>>
+	<<switch $rng>>
+	<<case 1>>
+		<<generate1>><<person1>>
+		A <<person>> appears over the ridge up ahead, walking stick in hand.
+		<<if $exposed gte 1>>
+			<<covered>> You duck behind the heather.
+			<br><br>
+			
+			<<link [[Hide until they pass (0:10)|Moor Exposed Hide]]>><<pass 10>><</link>>
+			<br>
+			
+			<<if $exposed gte 2>>
+				<<if $exhibitionism gte 55>>
+					<<link [[Keep walking|Moor Exposed Naked]]>><</link>><<exhibitionist4>>
+					<br>
+				<</if>>
+			<<else>>
+				<<if $exhibitionism gte 15>>
+					<<link [[Keep Walking|Moor Exposed Undies]]>><</link>><<exhibitionist2>>
+					<br>
+				<</if>>
+			<</if>>
+		<<else>>
+			<<He>> 
+			<<if random(1, 2) is 2>>
+				smiles
+			<<else>>
+				nods
+			<</if>>
+			as you pass.
+			<<if $anxiety gte 1 and $controlled is 0>>
+				<br><br>
+				You don't feel comfortable until <<hes>> far behind you.<<gstress>><<stress 6>>
+				<br><br>
+			<<else>>
+				You smile back.<<ltrauma>><<trauma -6>>
+				<br><br>
+			<</if>>
+			<<link [[Next|Moor]]>><<endevent>><<set $eventskip to 1>><</link>>
+			<br>
+		<</if>>
+	<<case 2>>
+		<<if $bestialitydisable is "f">>
+			The heather parts as something rushes towards you. Before it arrives, you hear a rustling from behind. Something lands on your <<bottom>> before you can turn.
+			<br><br>
+			
+			<<link [[Next|Moor Struggle Low]]>><<set $struggle_start to 1>><</link>>
+		<<else>>
+			The heather parts as something rushes towards you. You turn and flee, but it catches up, landing on your back and knocking you to the ground.
+			<br><br>
+			
+			It's a struggle, but you manage to wrest it free and hurl it back into the heather.<<beastescape>>
+			<br><br>
+			
+			<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+			<br>
+		<</if>>
+	<<case 3>>
+		You hear the rumble of a vehicle approach from behind.<<if $anxiety gte 1>><<gstress>><<stress 6>><</if>>
+		<br><br>
+		
+		<<link [[Keep walking|Moor Vehicle]]>><</link>>
+		<br>
+		<<link [[Hide (0:05)|Moor Vehicle Hide]]>><<trauma 6>><</link>><<gtrauma>>
+		<br>
+	<<case 4>>
+		Something leaps from the heather, colliding with your chest and knocking you to the dirt.<<gpain>><<gtrauma>><<gstress>><<pain 1>><<trauma 6>><<stress 6>>
+		<br><br>
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<case 5>>
+		You smell a sweet fragrance. A pink flower grows among the heather.
+		<br><br>
+		
+		<<link [[Investigate|Moor Flower]]>><<arousal 600>><<set $drugged += 60>><</link>><<garousal>>
+		<br>
+		<<link [[Ignore|Moor Flower Ignore]]>><</link>><<willpowerdifficulty 1 600>>
+		<br>
+	<</switch>>
+<<else>>
+	<<set $rng to random(1, 5)>>
+	<<switch $rng>>
+	<<case 1>>
+		The heather bows as a breeze rushes towards you, caressing your skin.<<lstress>><<stress -6>>
+		<br><br>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<case 2>>
+		You see a dark shape move in the corner of your vision. It's gone before you can turn.<<gstress>><<stress 6>>
+		<br><br>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<case 3>>
+		<<beastNEWinit 1 fox>>
+		A <<beastype>> appears from the shrubs, stopping right in your path. <<bHe>> stares at you a moment, ears twitching, before darting into a bush.
+		<br><br>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<case 4>>
+		You find a tire-marked trail that makes the going a little easier.<<lstress>><<stress -6>>
+		<br><br>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<case 5>>
+		You walk past a ruined cottage. The remains of the nearby stone walls suggest this was once a farm.
+		<br><br>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<</switch>>
+<</if>>
+<</nobr>><</widget>>
+
+
+<<widget "eventsmoormid">><<nobr>>
+<<if random(1, 8) is 8 or ($moormove is "quick_search" or $moormove is "normal_search" or $moormove is "careful_search") and random(1, 4) is 4>>
+	<<set $rng to random (1, 2)>>
+	<<if $rng is 2>>
+		You spot a black shape, half-buried in mud. It's an artillery shell. It looks old. 
+		
+		<<if $history gte 500>>
+			<span class="green">It can't still be active,</span> and it might be worth something to a collector.
+			<<set $antiquemoney += 100>><<museumAntiqueStatus "antiqueshell" "found">>
+			<br><br>
+		<<else>>
+			<span class="red">You stay far away.</span>
+			<br><br>
+			
+		<</if>>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<else>>
+		Green shoots erupt from the earth in clusters.
+		<br><br>
+		
+		<<if $tending gte 400>>
+			<<link [[Pick onions (0:30)|Moor Onions]]>><<pass 30>><</link>><<tendingdifficulty 400 700>>
+			<br>
+		<<else>>
+			
+			<span class="blue">You need a higher tending skill to identify them.</span>
+			<br><br>
+		<</if>>
+		<<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<</if>>
+<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
+<<if $danger gte (9900 - ($allure * $forestmod))>>
+	<<set $rng to random(1, 6)>>
+	<<switch $rng>>
+	<<case 1>>
+		<<beastNEWinit 1 cat>>
+		The hair stands on the back of your neck. Your turn and face a pair of yellow eyes as a <<if $monster isnot 1>>large <</if>><<beasttype>> sprints towards you.
+		<br><br>
+		
+		<<link [[Next|Moor Cat]]>><<set $molestationstart to 1>><</link>>
+		<br>
+		
+	<<case 2>>
+		Gravel tumbles from a tall rock beside you. You look up. Something glistens at the top. Limbs unfurl as it leaps towards you.
+		<br><br>
+		
+		<<if $bestialitydisable is "f">>
+			<<if $danceskill gte random(1, 1000)>>
+				<span class="green">You jump aside,</span> and the creature lands on the earth beside you.
+				<br><br>
+				
+				<<link [[Next|Moor Struggle Mid]]>><<set $phase to 0>><<set $struggle_start to 1>><</link>>
+				<br>
+			<<else>>
+				<span class="red">It hands on your face before you can react.</span> An appendage prods you lips.
+				<br><br>
+				
+				<<link [[Next|Moor Struggle Mid]]>><<set $phase to 1>><<set $struggle_start to 1>><</link>>
+				<br>
+			<</if>>
+		<<else>>
+			It lands on your chest, knocking you to the earth. You manage to wrest it free and hurl it back over the rock, but not without a struggle.<<beastescape>>
+			<br><br>
+			
+			<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+			<br>
+		<</if>>
+	<<case 3>>
+		You think you see a figure watching you from a rock some distance away. You blink, and they're gone.<<gstress>><<stress 6>>
+		<br><br>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<case 4>>
+		A pair of yellow eyes stare at you from a cave near the top of a taller rock.<<gstress>><<stress 6>>
+		<br><br>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<case 5>>
+		You're walking along the top of a cliff, <span class="red">when the earth shakes.</span> You're knocked off your feet, and roll towards the precipice.
+		<br><br>
+		
+		You manage to grasp a tough shrub, but are still left dangling off the edge.
+		<br><br>
+		
+		You glance down. It's not a long drop.
+		<br><br>
+		
+		<<link [[Pull yourself up|Moor Cliff Pull]]>><</link>><<athleticsdifficulty 1 1000>>
+		<br>
+		<<link [[Let go|Moor Cliff Drop]]>><<pain 8>><<stress 6>><</link>><<ggpain>><<gstress>>
+		<br>
+	<<case 6>>
+		Your hairs stand on edge. <span class="blue">You feel watched.</span> You glance around. Anything could be lurking the numerous cracks and caves dotting the surrounding rocks.<<gstress>><<stress 6>>
+		<br><br>
+		
+		<<link [[Take a detour (0:30)|Moor Cats Detour]]>><<pass 30>><<trauma 6>><</link>><<gtrauma>>
+		<br>
+		<<link [[Continue|Moor Cats Continue]]>><</link>>
+		<br>
+	<</switch>>
+<<else>>
+	<<set $rng to random(1, 6)>>
+	<<switch $rng>>
+	<<case 1>>
+		<<if random(1, 2) is 2>>
+			<<if !$worn.upper.type.includes("naked")>>
+				Your $worn.upper.name snags on a thorny bush.
+				<br><br>
+				
+				<<link [[Just tear free|Moor Tear]]>><<set $phase to 1>><</link>>
+				<br>
+				<<link [[Carefully free yourself (0:05)|Moor Careful]]>><<set $phase to 1>><<pain 4>><<pass 5>><</link>><<gpain>>
+				<br>
+			<<elseif !$worn.under_upper.type.includes("naked")>>
+				Your $worn.under_upper.name snags on a thorny bush.
+				<br><br>
+				
+				<<link [[Just tear free|Moor Tear]]>><<set $phase to 2>><</link>>
+				<br>
+				<<link [[Carefully free yourself (0:05)|Moor Careful]]>><<set $phase to 2>><<pain 4>><<pass 5>><</link>><<gpain>>
+				<br>
+			<<else>>
+				The wind blows a thorny bush into your exposed skin, scratching you.<<gpain>><<gstress>><<pain 4>><<stress 6>>
+				<br><br>
+				
+				<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+				<br>
+			<</if>>
+		<<else>>
+			<<if !$worn.lower.type.includes("naked")>>
+				Your $worn.lower.name snags on a thorny bush.
+				<br><br>
+				
+				<<link [[Just tear free|Moor Tear]]>><<set $phase to 3>><</link>>
+				<br>
+				<<link [[Carefully free yourself (0:05)|Moor Careful]]>><<set $phase to 3>><<pain 4>><<pass 5>><</link>><<gpain>>
+				<br>
+			<<elseif !$worn.under_lower.type.includes("naked")>>
+				Your $worn.under_lower.name snags on a thorny bush.
+				<br><br>
+				
+				<<link [[Just tear free|Moor Tear]]>><<set $phase to 4>><</link>>
+				<br>
+				<<link [[Carefully free yourself (0:05)|Moor Careful]]>><<set $phase to 4>><<pain 4>><<pass 5>><</link>><<gpain>>
+				<br>
+			<<else>>
+				The wind blows a thorny bush into your exposed skin, scratching you.<<gpain>><<gstress>><<pain 4>><<stress 6>>
+				<br><br>
+				
+				<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+				<br>
+			<</if>>
+		<</if>>
+	<<case 2>>
+		<<if $worn.feet.type.includes("naked")>>
+			The ground is littered with sharp rocks. Your lack of proper footwear makes walking difficult.<<gpain>><<gstress>><<pain 4>><<stress 6>>
+			<br><br>
+		<<else>>
+			The ground is littered with sharp rocks. You're grateful for your $worn.feet.name.
+			<br><br>
+		<</if>>
+			
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<case 3>>
+		The wind picks up.
+		<<if $hallucinations gte 2>>
+			It whispers. 
+			<<set $rng to random(1, 5)>>
+			<<switch $rng>>
+			<<case 1>>
+				<i>But you don't understand.</i>
+			<<case 2>>
+				<i>"Buried deep in me."</i>
+			<<case 3>>
+				<i>"It comes."</i>
+			<<case 4>>
+				<i>"Through the mirror."</i>
+			<<case 5>>
+				<i>"Turn back."</i>
+			<</switch>>
+			<<gtrauma>><<trauma 6>>
+			<br><br>
+		<<else>>
+			You shiver as it flows over you.
+			<br><br>
+		<</if>>
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<case 4>>
+		You find a number of boulders littering the base of a cliff. You keep your distance.
+		<br><br>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<case 5>>
+		You find evidence of other people. A flat patch of ground, covered with footprints. A fire still smolders in the centre. Several chains are buried in the earth.
+		<br><br>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<case 6>>
+		You walk along the top of a cliff. The edge looks unsafe, so you stay well away.
+		<br><br>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<</switch>>
+<</if>>
+<</nobr>><</widget>>
+
+
+<<widget "eventsmoorhigh">><<nobr>>
+<<if random(1, 8) is 8 or ($moormove is "quick_search" or $moormove is "normal_search" or $moormove is "careful_search") and random(1, 4) is 4>>
+	<<set $rng to random (1, 2)>>
+	<<if $rng is 2>>
+		You find a passage leading into the earth.
+		<br><br>
+		
+		<<link [[Enter (0:20)|Moor Crack Passage]]>><<set $outside to 0>><<pass 20>><</link>>
+		<br>
+		<<link [[Ignore|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<else>>
+		Green shoots sprout from a bank.
+		<br><br>
+		
+		<<if $tending gte 500>>
+			<<link [[Pick garlic (0:30)|Moor Garlic]]>><<pass 30>><</link>><<tendingdifficulty 500 800>>
+			<br>
+		<<else>>
+			
+			<span class="blue">You need a higher tending skill to identify them.</span>
+			<br><br>
+		<</if>>
+		<<link [[Continue|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<</if>>
+<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
+<<if $danger gte (9900 - ($allure * $forestmod))>>
+	<<set $rng to random(1, 5)>>
+	<<switch $rng>>
+	<<case 1>>
+		The ground lurches, staggering you. A crack opens beneath, widening with staggering speed.
+		<br><br>
+		
+		<<if $danceskill gte random(500, 1100)>>
+			Your legs are splayed, <span class="green">but you master your footing</span> and leap aside. The earth shudders to a halt.
+			<br><br>
+			
+			You step around the crack, and continue your journey.
+			<br><br>
+			
+			<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+			<br>
+		<<else>>
+			You try to the leap aside, <span class="red">but the earth shakes too much.</span> You fall into the crack.
+			<br><br>
+			
+			<<link [[Next|Moor Crack]]>><</link>>
+			<br>
+		<</if>>
+	<<case 2>>
+		You follow a trail between two ponds.
+		<<if $weather is "clear">>
+			<<if $daystate is "night">>
+				They reflect no moonlight.
+			<<else>>
+				They reflect no sunlight.
+			<</if>>
+		<<else>>
+			You're careful to keep your footing.
+		<</if>>
+		<br><br>
+		<<if $bestialitydisable is "f">>
+			You hear bubbles break the surface. At once, several creatures lunge from the depths. You stagger as one lands on your face. Another lands on your <<bottom>>.
+			<br><br>
+			
+			<<link [[Next|Moor Struggle High]]>><<set $struggle_start to 1>><</link>>
+			<br>
+		<<else>>
+			You hear bubbles break the surface. At once, several creatures lunge from the depths. You bat them aside and run. More emerge, harassing your flight, until you make it to the other end of the trail.<<beastescape>>
+			<br><br>
+			
+			<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+			<br>
+		<</if>>
+	<<case 3>>
+		A dark shape rises from the water some distance away. It looks like a head, perched atop a long neck. It turns to face you, then disappears beneath the surface.<<gstress>><<stress 6>>
+		<br><br>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<case 4>>
+		You see several birds resting on the surface of a pond. They keep a wary eye on you as they swim away.
+		<br><br>
+		
+		There's a splash at the back, and one of the birds vanishes beneath the surface. The others squark in panic, beating their wings to hasten their flight in your direction. They cower together on the bank.<<gstress>><<stress 6>>
+		<br><br>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<case 5>>
+		You see s
+	<</switch>>
+<<else>>
+	<<set $rng to random(1, 5)>>
+	<<switch $rng>>
+	<<case 1>>
+		You find a clear spring, elevated above the surrounding pools. The water looks clean.
+		<br><br>
+		
+		<<link [[Wash (0:20)|Moor Wash]]>><<strip>><<stress -2>><</link>><<lstress>>
+		<br>
+		<<link [[Leave|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<case 2>>
+		You see several birds resting on the surface of a pond. They keep a wary eye on you as they swim away.
+		<br><br>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<<case 3>>
+		An engraved pillar of stone rests atop a small hillock.
+		<<if $history gte 1000>>
+			<span class="green">You've read about these.</span> They're ancient shrines. Travellers would pray for good luck.
+			<br><br>
+			
+			<<link [[Pray for good luck (0:05)|Moor Luck]]>><<stress -6>><<pass 5>><</link>><<lstress>>
+			<br>
+			<<link [[Ignore|Moor]]>><<set $eventskip to 1>><</link>>
+			<br>
+		<<else>>
+			You wonder who carved it.
+			<br><br>
+			<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+			<br>
+		<</if>>
+		
+		
+	<<case 4>>
+		<<set $quicksand_depth to 4>>
+		Your foot parts the earth, <span class="red">and you sink as if through water,</span> until the ground swallows you up to your waist. You try to pull free, but you're stuck. 
+		<<if $quicksand is undefined>>
+			<<set $quicksand to 0>>
+		<</if>>
+		<<if $quicksand lt 5>>
+			You're slowly sinking.<<ggstress>><<stress 12>>
+		<<else>>
+			You've been here before. You know you won't sink. You stay calm.
+		<</if>>
+		<br><br>
+		
+		<<if $hallucinations gte 2 and $controlled is 0>>
+			<span class="pink">Something grasps your ankle. It tugs.</span><<ggstress>><<stress 12>>
+			<br><br>
+		<</if>>
+		
+		
+		<<quicksand_actions>>
+		
+	<<case 5>>
+		The ground is a little more stable here.<<lstress>><<stress -6>>
+		<br><br>
+		
+		<<link [[Next|Moor]]>><<set $eventskip to 1>><</link>>
+		<br>
+	<</switch>>
+<</if>>
+<</nobr>><</widget>>
+
+<<widget "quicksand_actions">><<nobr>>
+<<if $quicksand lt 5 and $quicksand_learn is undefined>>
+	<<link [[Calm yourself (0:05)|Moor Quicksand]]>><<set $quicksand_learn to true>><<set $phase to 0>><<pass 5>><</link>><<willpowerdifficulty 1 400>>
+	<br>
+<<elseif $quicksand gte 5>>
+	<<link [[Spread your weight (0:05)|Moor Quicksand]]>><<set $phase to 1>><<pass 5>><</link>> <span class="green">Knowledge: Quicksand</span>
+	<br>
+<</if>>
+<<link [[Call for help (0:05)|Moor Quicksand]]>><<set $phase to 2>><<pass 5>><</link>><<if $daystate is "night">><<difficulty 10>><<else>><<difficulty 30>><</if>>
+<br>
+<<link [[Struggle (0:05)|Moor Quicksand]]>><<set $phase to 3>><<pass 5>><</link>><<physiquedifficulty 1 20000>>
+<br>
+
+<</nobr>><</widget>>
+
+<<widget "quicksand_end">><<nobr>>
+<<unset $quicksand_depth>>
+<<unset $quicksand_learn>>
+<</nobr>><</widget>>
+
+<<widget "quicksand_pull">><<nobr>>
+<<switch $quicksand_depth>>
+<<case 1>>
+	<<set $quicksand_depth += 1>>
+	Your ankle is tugged again, pulling you deeper until the sand <span class="purple">reaches your knees.</span> <<gstress>><<stress 6>>
+	<br><br>
+	
+	<<quicksand_actions>>
+<<case 2>>
+	<<set $quicksand_depth += 1>>
+	Your ankle is tugged again, pulling you deeper until the sand <span class="purple">reaches your thighs.</span> <<gstress>><<stress 6>>
+	<br><br>
+	
+	<<quicksand_actions>>
+<<case 3>>
+	<<set $quicksand_depth += 1>>
+	Your ankle is tugged again, pulling you deeper until the sand <span class="pink">reaches your waist.</span> <<gstress>><<stress 6>>
+	<br><br>
+	
+	<<quicksand_actions>>
+<<case 4>>
+	<<set $quicksand_depth += 1>>
+	Your ankle is tugged again, pulling you deeper until the sand <span class="pink">reaches your chest.</span> <<ggstress>><<stress 12>>
+	<br><br>
+	
+	<<quicksand_actions>>
+<<case 5>>
+	<<set $quicksand_depth += 1>>
+	Your ankle is tugged again, pulling you deeper until the sand <span class="red">reaches your neck.</span> You'll soon be submerged. <<ggstress>><<stress 12>>
+	<br><br>
+	
+	<<quicksand_actions>>
+<<default>>
+	With a final tug, <span class="red">the earth swallows you.</span><<ggtrauma>><<ggstress>><<trauma 12>><<stress 12>>
+	<br><br>
+	<<passout_moor>>
+<</switch>>
+<</nobr>><</widget>>
+
+<<widget "passout_moor">><<nobr>>
+<<passout>>
+<<set $danger to random(1, 10000)>>
+<<if $danger gte (9900 - $allure)>>
+	<<link [[Next|Moor Abduction Wake]]>><<if $moor lte 15>><<set $moor to 20>><</if>><</link>>
+	<br>
+<<else>>
+	<<ambulance>>
+<</if>>
+<</nobr>><</widget>>
+
+<<widget "end_moor_captive">><<nobr>>
+<<unset $moor_binding>>
+<</nobr>><</widget>>
+
+<<widget "moor_captive_init">><<nobr>>
+<<set $moor_binding to 12>>
+<</nobr>><</widget>>
+
+<<widget "moor_binding_text">><<nobr>>
+<<if $moor_binding gte 12>>
+	<span class="red">Your binds are tight and uncomfortable.</span>
+<<elseif $moor_binding gte 8>>
+	<span class="pink">Your binds are looser than they were, but still tight.</span>
+<<elseif $moor_binding gte 4>>
+	<span class="purple">Your binds are loosening</span>
+<<elseif $moor_binding gte 1>>
+	<span class="blue">Your binds are loosening.</span> You can wiggle your wrists a bit.
+<<else>>
+	<span class="lblue">Your binds are loose.</span> You can break them when you wish.
+<</if>>
+<</nobr>><</widget>>
+
+<<widget "moor_captive_actions">><<nobr>>
+
+<<if $moor_binding gte 1>>
+	<<set $skulduggerydifficulty to 500>>
+	<<link [[Loosen your bonds|Moor Abduction Walk Loosen]]>><</link>><<skulduggerydifficulty>>
+	<br>
+	<<link [[Be good|Moor Abduction Walk]]>><<sub 1>><</link>>
+	<br>
+	
+<<else>>
+	<<if $moor gte 51>>
+		You're surrounded by hidden pools and sinkholes. Escape would be difficult.
+		<br><br>
+		<<link [[Break your bonds and run|Moor Abduction Mire Run]]>><<unbind>><</link>><<athleticsdifficulty 900, 1900>>
+	<<elseif $moor gte 21>>
+		Running across such uneven ground in the dark could be dangerous.
+		<br><br>
+			
+			
+		<<link [[Break your bonds and run|Moor Abduction Rock Run]]>><<unbind>><</link>><<athleticsdifficulty 800, 1500>>
+	<<else>>
+		You could run, but they'll give chase.
+		<br><br>
+		
+		<<link [[Break your bonds and run|Moor Abduction Plain Run]]>><<unbind>><</link>><<athleticsdifficulty 500, 1500>>
+	<</if>>
+	<<link [[Bide your time|Moor Abduction Walk]]>><</link>>
+	<br>
+	<<if $submissive lte 500>>
+		<<link [[Fantasise about revenge|Moor Abduction Fantasise]]>><<def 1>><<stress -6>><</link>><<defianttext>>
+		<br>
+	<</if>>
+<</if>>
+<</nobr>><</widget>>
diff --git a/game/overworld-plains/loc-riding/main.twee b/game/overworld-plains/loc-riding/main.twee
index 2bc150e66e..7034926214 100644
--- a/game/overworld-plains/loc-riding/main.twee
+++ b/game/overworld-plains/loc-riding/main.twee
@@ -210,21 +210,21 @@ You are at Remy's riding school. Stables surround a central courtyard. A small o
 				<br><br>
 
 			<<elseif !$worn.upper.type.includes("naked")>>
-				A <<person>> rides alongside you. <<He>> leans over and grasps your <<breasts>> through your $worn.upper.name, squeezing and fondling.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 6>>
+				A <<person>> rides alongside you. <<He>> leans over and grasps your <<breasts>> through your $worn.upper.name, squeezing and fondling.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>>
 				<br><br>
 
 				You bat <<his>> arm away before anyone sees. <<He>> shoots you a mocking smirk before riding on.
 				<br><br>
 
 			<<elseif !$worn.under_upper.type.includes("naked")>>
-				A <<person>> rides alongside you. <<He>> leans over and grasps your <<breasts>> through your $worn.under_upper.name, squeezing and fondling.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 6>>
+				A <<person>> rides alongside you. <<He>> leans over and grasps your <<breasts>> through your $worn.under_upper.name, squeezing and fondling.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>>
 				<br><br>
 
 				You bat <<his>> arm away before anyone sees. <<He>> shoots you a mocking smirk before riding on.
 				<br><br>
 
 			<<else>>
-				A <<person>> rides alongside you. <<He>> leans over and grasps your <<breasts>>, squeezing and fondling.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 6>>
+				A <<person>> rides alongside you. <<He>> leans over and grasps your <<breasts>>, squeezing and fondling.<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>>
 				<br><br>
 
 				You bat <<his>> arm away before anyone sees. <<He>> shoots you a mocking smirk before riding on.
@@ -463,11 +463,11 @@ You drop to your knees and crawl inside. The interior is dark and dusty. You get
 	You push against the wall and wiggle your hips. You're making progress, but then something wet touches your <<bottom>>. It's a tongue.
 
 	<<if $steed is "male" or $steed is "female">>
-		"I can't help it," says the centaur, <<steed_his>> voice muffled by the rubble. "Your skin is so salty."<<gstress>><<garousal>><<stress 6>><<arousal 6>>
+		"I can't help it," says the centaur, <<steed_his>> voice muffled by the rubble. "Your skin is so salty."<<gstress>><<garousal>><<stress 6>><<arousal 600>>
 		<br><br>
 
 	<<else>>
-		A very long tongue. Its the horse.<<gstress>><<garousal>><<stress 6>><<arousal 6>>
+		A very long tongue. Its the horse.<<gstress>><<garousal>><<stress 6>><<arousal 600>>
 		<br><br>
 	<</if>>
 
@@ -475,7 +475,7 @@ You drop to your knees and crawl inside. The interior is dark and dusty. You get
 	<br>
 	<<link [[Kick|Riding School Lesson Kick]]>><</link>><<physiquedifficulty 4000 $physiquemax>>
 	<br>
-	<<link [[Endure|Riding School Lesson Endure]]>><<trauma 6>><<stress 6>><<arousal 6>><</link>><<gtrauma>><<gstress>><<garousal>>
+	<<link [[Endure|Riding School Lesson Endure]]>><<trauma 6>><<stress 6>><<arousal 600>><</link>><<gtrauma>><<gstress>><<garousal>>
 	<br>
 
 	<!-- You push against the wall and wiggle your hips, until you at last slide through.<<gpain>><<pain 4>> -->
diff --git a/game/overworld-town/loc-beach/main.twee b/game/overworld-town/loc-beach/main.twee
index fbbac71ccd..170bdff211 100644
--- a/game/overworld-town/loc-beach/main.twee
+++ b/game/overworld-town/loc-beach/main.twee
@@ -59,7 +59,7 @@ You could go for a swim, but make sure to dress appropriately.
 		<<eventsbeach>>
 	<<elseif $NPCName[$NPCNameList.indexOf("Robin")].init is 0 and (($weekday is 7 and $hour gte 9 and $hour lte 16) or ($weekday is 1 and $hour gte 9 and $hour lte 16)) and $exposed lte 0 and $season isnot "winter" and $daystate is "day">>
 		<<set $NPCName[$NPCNameList.indexOf("Robin")].init to 1>><<set $robindebt to 0>><<set $robindebtlimit to 5>>
-		<<npc Robin>><<initnpc Robin>><<person1>>You see someone familiar working at a stand on the beach. <<He>> notices you at the same time. "Hey!" It's Robin. <<Hes>> another resident at the orphanage. <<Hes>> always looked up to you, despite being about the same age. <<He>> motions you over, while cleaning a glass pitcher. <<He>> puts it down and hugs you when you approach.
+		<<npc Robin>><<initnpc Robin>><<person1>>You see someone familiar working at a stand on the beach. <<He>> notices you at the same time. "Hey!" It's Robin. <<Hes>> another resident at the orphanage. <<Hes>> always looked up to you, despite being about the same age. <<He>> motions you over while cleaning a glass pitcher. <<He>> puts it down and hugs you when you approach.
 		<br><br>
 		<<if $days is 0>>
 			"I got up early today, so I didn't see you this morning. Remember, <span class="gold">you can visit me in my room at home</span> anytime you want. I'll have something to show you tonight, I'm so excited!" <<He>> looks behind you, noticing customers approaching. "I've got to get back to work here. You're welcome to stay and help if you want. I'll be heading to the shopping centre later to pick up the surprise, so either way, I hope to see you later!" <<He>> gets back into position behind the stand.
diff --git a/game/overworld-town/loc-bus/main.twee b/game/overworld-town/loc-bus/main.twee
index 49e0325490..22cc107795 100644
--- a/game/overworld-town/loc-bus/main.twee
+++ b/game/overworld-town/loc-bus/main.twee
@@ -619,7 +619,7 @@ There's not much to do but cover up and leave the bus.
 	<</if>>
 <<elseif $enemyarousal gte $enemyarousalmax>>
 	<<ejaculation>>
-	The bus stops and the group push you towards the door. They shove you out and drive away, jeering at you through the windows.
+	The bus stops and the group push you towards the door. They shove you out and ride away, jeering at you through the windows.
 	<<if $upperoff is 0 and $loweroff is 0 and $underloweroff is 0 and $underupperoff is 0>>
 	<<else>>
 		They kept your clothes.
diff --git a/game/overworld-town/loc-danube-homes/work.twee b/game/overworld-town/loc-danube-homes/work.twee
index 1ff868f7b1..670c36c486 100644
--- a/game/overworld-town/loc-danube-homes/work.twee
+++ b/game/overworld-town/loc-danube-homes/work.twee
@@ -450,7 +450,7 @@ The <<person2>><<person>> grips your arm and leads you out the room. "You've rui
 :: Danube Apron2 [nobr]
 <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">>
 
-You continue your task, and people eventually go back to mingling, though you still feel eyes on you at all times. At one point you catch a reflection of yourself, a nearly naked <<girl>> surrounded by well-dressed <<if $malechance is 0>>women<<elseif $malechance is 100>>men<<else>>adults.<</if>>
+You continue your task, and people eventually go back to mingling, though you still feel eyes on you at all times. At one point you catch a reflection of yourself, a nearly naked <<girl>> surrounded by well-dressed <<if $malechance is 0>>women<<elseif $malechance is 100>>men<<else>>elite<</if>>.
 <<if $goocount + $semencount gte 30>>Wearing so little, the copious sexual fluids coating your skin are obvious to all.
 <<elseif $anussemen + $vaginasemen gte 3>>The apron does nothing to hide the semen running down from between your legs.
 <<elseif $semencount gte 10>>Wearing so little, the semen on your body is obvious to all.
diff --git a/game/overworld-town/loc-docks/skulduggery.twee b/game/overworld-town/loc-docks/skulduggery.twee
index 009a64a4e2..c7ddf2de1d 100644
--- a/game/overworld-town/loc-docks/skulduggery.twee
+++ b/game/overworld-town/loc-docks/skulduggery.twee
@@ -42,7 +42,7 @@ You are on the docks.
 	You've pushed yourself too much.
 	<br><br>
 	<<passout>>
-
+	<<set $danger to random(1, 10000)>>
 	<<if $danger gte (9900 - $allure)>>
 		<<link [[Next|Passout Docks]]>><</link>>
 		<br>
diff --git a/game/overworld-town/loc-home/main.twee b/game/overworld-town/loc-home/main.twee
index d2f1b94dc6..ed52e12688 100644
--- a/game/overworld-town/loc-home/main.twee
+++ b/game/overworld-town/loc-home/main.twee
@@ -1994,7 +1994,7 @@ You spread your legs and start carefully trimming your pubes. After a few minute
 
 <<set _ownedColours = $makeup.owned.hairdye.filter(x => x.count > 0)>>
 <<if _ownedColours.length == 0>>
-	You don't own any hair dyes. Maybe you should visit a cosmetics store to buy some.<br>
+	You don't own any hair dyes. Maybe you should visit a cosmetics shop to buy some.<br>
 <<else>>
 	What colour will it be?<br>
 	<<set _choice = _ownedColours[0].colour>>
diff --git a/game/overworld-town/loc-hospital/pharmacy.twee b/game/overworld-town/loc-hospital/pharmacy.twee
index 1d7219703a..be6e7c8978 100644
--- a/game/overworld-town/loc-hospital/pharmacy.twee
+++ b/game/overworld-town/loc-hospital/pharmacy.twee
@@ -189,7 +189,7 @@ The nurse looks at the item you're holding,
 
 :: Pharmacy Seduction [nobr]
 <<set $pharmTriedSeduction = true>>
-"Why don't you see it for yourself?" you say gazing into <<his>> eyes.<br><br>
+"Why don't you see it for yourself?" you say, gazing into <<his>> eyes.<br><br>
 
 <<set $seductiondifficulty to (8888 - ($rng * 20) - ($choice == "growth" ? 500 : 1000))>>
 <<seductioncheck>>
@@ -197,18 +197,18 @@ The nurse looks at the item you're holding,
 <<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>><<promiscuity2>>
 
 <<if $seductionrating gte $seductionrequired>>
-<<He>> rises one brow in surprise and then <<his>> face slowly fills with blush. A mischievous spark flashes in <<his>> eyes. <<He>> playfully bites <<his>> lip and glances around to make sure you are alone. Satisfied, <<he>> takes you by the hand and leads you behind the counter.<br>
-<<He>> pushes you against the wall, drops down on <<his>> knees and hastily starts to undo your <<if $worn.lower.name != "naked">>$worn.lower.name<<else>>$worn.under_lower.name<</if>>.<br><br>
+<<He>> arches an eyebrow and blushes while glancing around your make sure you're alone. Satisfied, <<he>> takes you by the hand and leads you behind the counter.<br>
+<<He>> pushes you against the wall, drops down on <<his>> knees and hastens to remove your <<if $worn.lower.name != "naked">>$worn.lower.name<<else>>$worn.under_lower.name<</if>>.<br><br>
 <br><br>
 <<set $sexstart to 1>>
 <<link [[Next|Pharmacy Encounter Sex]]>><</link>>
 <<else>>
-After a brief pause <<he>> burst into a ringing laugh.<<ggstress>><<stress 23>>
+After a brief pause, <<he>> bursts into a ringing laugh.<<ggstress>><<stress 23>>
 <br>
-"Nice try, <<lass>>!" <<he>> finally said still smiling.<br>
+"Nice try, <<lass>>!" <<he>> says.<br>
 "So, are you buying them or what?"<br><br>
 
-A box of penis $choice pills lays on the table.<br><br>
+A box of $choice pills lays on the table.<br><br>
 
 <<link [["Pay £" + $price|Pharmacy Seduction End]]>><<set $phase to "pay">><</link>><br>
 <<link [[Nevermind|Pharmacy Seduction End]]>><<set $phase to "nevermind">><</link>>
@@ -217,12 +217,12 @@ A box of penis $choice pills lays on the table.<br><br>
 ::Pharmacy Seduction End [nobr]
 <<switch $phase>>
 	<<case "nevermind">>
-	You mutter something unintelligible as you turn around and quickly leave.<br>
-	"Hey, i didn't mean to upset you!" you hear <<he>> says apologetically.<br><br>
+	You turn and leave.<br>
+	"Hey," <<he>> says. "I didn't mean to upset you."<br><br>
 	<<link [[Next|Hospital Foyer]]>><</link>>
 
 	<<case "pay">>
-	You hand over the money in awkward silence, take your box of pills and leave.<br><br>
+	You hand over the money in awkward silence, take your box of pills, and leave.<br><br>
 	<<set $money -= $price * 100>><<managePill "penis" $choice 14 false>><<boughtOnce>>
 	<<link [[Next|Hospital Foyer]]>><</link>>
 
@@ -234,7 +234,18 @@ A box of penis $choice pills lays on the table.<br><br>
 	<<consensual>>
 	<<set $consensual to 1>>
 	<<neutral 1>>
-	<<pharmnurseinit>>
+	<<maninit>>
+
+	<<if $worn.lower.name != "naked">>
+		<<set $NPCList[0].lefthand to "lowerclothes">>
+		<<set $NPCList[0].righthand to "lowerclothes">>
+	<<elseif $worn.under_lower.name != "naked">>
+		<<set $NPCList[0].lefthand to "underclothes">>
+		<<set $NPCList[0].righthand to "underclothes">>
+	<</if>>
+	<<set $NPCList[0].mouth to "penisentrance">>
+	<<set $NPCList[0].location.head = "genitals">>
+	<<npcidlegenitals>>
 	<<set $enemytrust += 100>>
 	<<set $position = "doggy">>
 	<br><br>
@@ -243,26 +254,26 @@ A box of penis $choice pills lays on the table.<br><br>
 <!-- Reaction to seeing penis for the first time during encounter -->
 <<if $exposed is 2 and $exposedPrev lt 2>> <!-- if penis was exposed just now -->
 	<<if $worn.genitals.type.includes("chastity")>>
-		"Dude. What the fuck is this?" <<he>> looks at your <<genitals>>. "That's not funny!"
+		"What the fuck is this?" <<he>> looks at your <<genitals>>. "That's not funny!"
 		<br><<He>> stays silent for a moment.
-		<br>"I don't know dude, i don't really wanna go on now, so buckle your pants and get out."
-		<br>"What a bummer," <<he>> adds quietly.
+		<br>"I don't wanna go on. Get out."
+		<br>"How disappointing," <<he>> adds quietly.
 		<<set $finish = 1>><<set $phase = "chastity">>
 	<<elseif $penissize is 0>>
 		<<He>> froze the moment your <<penis>> floped out. 
-		<br>"Dude, what the fuck? You kidding me? //This// is what you wanted me to see?" <<he>> starts to chuckle.
+		<br>"What the fuck? You kidding me? //This// is what you wanted me to see?" <<he>> starts to chuckle.
 		<br><<He>> doesn't say anything for a while.
-		<br>"Yeah, now i lost my boner... Thanks, dude."
+		<br>"Yeah. I'm not in the mood anymore."
 		<<incggpenisinsecurity>>
 		<br><<He>> gets up, fixes <<his>> clothing and returns to the till and <<his>> book.
 		<<set $finish = 1>><<set $phase = "tiny">>
 	<<elseif $penissize is 1>>
 		<<if $rng gte 70>>
-		You hear a snigger coming from below as your <<penis>> flops out, but <<he>> doesn't say anything and keeps going.
+		You hear a snicker as your <<penis>> flops out, but <<he>> doesn't say anything and keeps going.
 		<<else>>
 		<br><br><<He>> stopped short the moment your <<penis>> floped out. 
-		<br>"Oh, and that's it? Dude, you sounded like you have something special in your pants," <<he>> says.
-		<br>"I'm not impressed. And i kinda lost all desire to go on. Buy some pills and come back when you're bigger."
+		<br>"Oh, and that's it? You sounded like you have something special in your pants," <<he>> says.
+		<br>"I'm not impressed. And i kinda lost all desire to go on. Buy more pills and come back when you're bigger."
 		<<incggpenisinsecurity>>
 		<br><<He>> gets up, fixes <<his>> clothing and returns to the till and <<his>> book.
 		<<set $finish = 1>><<set $phase = "small">>
@@ -271,8 +282,8 @@ A box of penis $choice pills lays on the table.<br><br>
 		You hear a gasp of surprise coming from down below as your <<penis>> flops out.
 		<br>You look at <<his>> face and see <<his>> eyes light up.
 	<<elseif $penissize gte 4>>
-		"Holy ssshhit..." you hear a quiet whisper from down below as your <<penis>> flops out.
-		<br>You look down and see <<him>> fervently staring at your dick with <<his>> mouth agape.
+		"Shit," you hear a quiet whisper from down below as your <<penis>> flops out.
+		<br>You look down and see <<him>> staring at your cock, mouth agape.
 		<<if $insecurity_penis_big gte 1 and $penissize gte 4 and $acceptance_penis_big lte 999>>
 			<<acceptance "penis_big" 10>><<gacceptance>>
 		<</if>>
@@ -299,22 +310,22 @@ A box of penis $choice pills lays on the table.<br><br>
 <<if $enemyarousal gte $enemyarousalmax>>
 	<<ejaculation>>
 
-	"This was... wow!" <<he>> pants as <<he>> gets up and leans on the counter, <<his>> legs are trembling. <<tearful>> you gather yourself.<br><br>
+	"Wow!" <<he>> pants as <<he>> struggles to <<his>> feet, leaning against the counter. <<tearful>> you gather yourself.<br><br>
 
 	<<clotheson>>
 
-	After taking a breath <<he>> fixes <<his>> clothing and walks back to the till.<br>
+	<<He>> takes a breath, fixes <<his>> clothing, and walks back to the till.<br>
 	<<if $choice isnot "reduction" or $penissize lt 3>>
 		"I think you've earned a discount, sweetie. You can have these pills for £<<print $price / 2>>."<br>
-		"Please come back for more," <<he>> winks at you.
+		"Please come back for more," <<he>> winks.
 		<br><br><<endcombat>>
 		<<link [["Buy penis " + $choice + " pills for £" + $price / 2|Pharmacy]]>>
 			<<set $eventskip to 1>>
 			<<set $money -= $price * 50>><<managePill "penis" $choice 14 false>><<boughtOnce>>
 		<</link>>
 	<<else>>
-		"Sorry, sweatheart, i can't sell you these reduction pills after what you've done to me with your juicy cock. I just can't. I want it to stay as big as it is."<br>
-		"If you want i can sell you growth blocker pills with a discount instead," <<he>> smiles.
+		"Sorry, sweatheart. I can't sell you these reduction pills after what you've done to me with your juicy cock. I just can't. I want it to stay as big as it is."<br>
+		"I can sell you growth blocker pills at a discount instead," <<he>> smiles.
 		<br><br><<endcombat>>
 		<<link [[Buy blocker pills for £100|Pharmacy]]>>
 			<<set $eventskip to 1>>
@@ -325,13 +336,13 @@ A box of penis $choice pills lays on the table.<br><br>
 	<<link [[Don't buy|Pharmacy]]>><<set $eventskip to 1>><</link>>
 
 <<elseif $enemyhealth lte 0>>
-	Covered in bruises, <<personsimple>> drops on the floor and starts crying, leaving you alone. <<tearful>> you gather yourself.
+	The <<personsimple>> drops on the floor and nurses <<his>> injuries. <<tearful>> you gather yourself.
 	<br><br>
 
 	<<clotheson>>
 	<<endcombat>>
 
-	You look at the counter and see the box of penis $choice pills you tried to purchase.<br><br>
+	You look at the counter and see the box of $choice pills you tried to purchase.<br><br>
 
 	<<link [[Steal the pills before the nurse picks themselves up|Hospital Foyer]]>>
 		<<set $eventskip to 1>>
@@ -345,16 +356,16 @@ A box of penis $choice pills lays on the table.<br><br>
 
 	<<switch $phase>>
 		<<case "chastity">>
-		Embarrassed, you stand still in silence. <<clotheson>><<endcombat>>
+		Embarrassed, don't speak as you rise to your feet. <<clotheson>><<endcombat>>
 		<br>
 
 		<<case "tiny">>
-		Face red from intense embarrassment, you stand still in silence. <<clotheson>>
+		Face red from intense embarrassment, you rise to your feet. <<clotheson>>
 		The nurse doesn't even look your way.<br><br>
 		<<endcombat>>
 
 		<<case "small">>
-		Embarrassed, you don't know what to say. <<clotheson>>
+		Embarrassed, you rise to your feet. <<clotheson>>
 		"Don't forget your pills," nurse says. <<if $choice is "growth">>"You need them."<</if>>
 		<br><br>
 		<<endcombat>>
@@ -365,7 +376,7 @@ A box of penis $choice pills lays on the table.<br><br>
 		<</link>><br>
 
 		<<default>>
-		The <<personsimple>> looks dejected as <<he>> gets up and fixes <<his>> clothing. <<He>> silently walks towards the till and picks up <<his>> book.<br>
+		The <<personsimple>> looks dejected as <<he>> gets up and fixes <<his>> clothing. <<He>> returns to the till, and picks up <<his>> book.<br>
 		<<clotheson>><<endcombat>>
 	<</switch>>
 
@@ -374,3 +385,5 @@ A box of penis $choice pills lays on the table.<br><br>
 	<br><br>
 	<<link [[Next|Hospital Foyer]]>><<set $eventskip to 1>><</link>>
 <</if>>
+
+<<unset $exposedPrev>>
diff --git a/game/overworld-town/loc-market/widgets.twee b/game/overworld-town/loc-market/widgets.twee
index 3da11eda57..6c4969933d 100644
--- a/game/overworld-town/loc-market/widgets.twee
+++ b/game/overworld-town/loc-market/widgets.twee
@@ -160,7 +160,7 @@ You sell
 		<<if $worn.upper.type.includes("naked")>>
 			<<if $worn.under_upper.type.includes("naked")>>
 				A <<person>> walks up to your stall, looking at your display. Without warning, <<he>> reaches across the table and gropes your <<breasts>> before running away.
-				<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 6>>
+				<<gtrauma>><<gstress>><<garousal>><<trauma 6>><<stress 6>><<arousal 600>>
 				<br><br>
 			<<else>>
 				<<set $worn.under_upper.integrity -= 20>>
diff --git a/game/overworld-town/loc-museum/main.twee b/game/overworld-town/loc-museum/main.twee
index bb76082be5..82d05dc3b8 100644
--- a/game/overworld-town/loc-museum/main.twee
+++ b/game/overworld-town/loc-museum/main.twee
@@ -28,6 +28,10 @@
 <<museumAntiqueStatus "antiquerustedcutlass" "talk">>
 <<museumAntiqueStatus "antiquecutlass" "talk">>
 <<museumAntiqueStatus "antiqueleathermap" "talk">>
+<<museumAntiqueStatus "antiquebell" "talk">>
+<<museumAntiqueStatus "antiquebullet" "talk">>
+<<museumAntiqueStatus "antiqueshell" "talk">>
+<<museumAntiqueStatus "antiquegoldring" "talk">>
 
 <</nobr>><</widget>>
 
@@ -140,6 +144,22 @@
 <<link [[Ask about the leather map|Museum Leather Map]]>><<museumAntiqueStatus "antiqueleathermap" "museum">><<npcincr Winter love 1>><</link>><<glove>>
 <br>
 <</if>>
+<<if $museumAntiques.antiques.antiquebell is "talk">>
+<<link [[Ask about the sonorous bell|Museum Bell]]>><<museumAntiqueStatus "antiquebell" "museum">><<npcincr Winter love 1>><</link>><<glove>>
+<br>
+<</if>>
+<<if $museumAntiques.antiques.antiquebullet is "talk">>
+<<link [[Ask about the bullet|Museum Bullet]]>><<museumAntiqueStatus "antiquebullet" "museum">><<npcincr Winter love 1>><</link>><<glove>>
+<br>
+<</if>>
+<<if $museumAntiques.antiques.antiqueshell is "talk">>
+<<link [[Ask about the artillery shell|Museum Shell]]>><<museumAntiqueStatus "antiqueshell" "museum">><<npcincr Winter love 1>><</link>><<glove>>
+<br>
+<</if>>
+<<if $museumAntiques.antiques.antiquegoldring is "talk">>
+<<link [[Ask about the gold ring|Museum Gold Ring]]>><<museumAntiqueStatus "antiquegoldring" "museum">><<npcincr Winter love 1>><</link>><<glove>>
+<br>
+<</if>>
 
 <</nobr>><</widget>>
 
@@ -174,7 +194,20 @@ The museum is closed. A sign on the door reads.
 	<br>
 	<<link [[Respond flirtatiously|Museum Intro]]>><<set $phase to 2>><<npcincr Winter love -1>><</link>><<promiscuous1>><<llove>>
 	<br>
-
+<<elseif $bell_timer lte 0>>
+	<<unset $bell_timer>>
+	A hooded figure barges through as you open the doors, almost knocking you to the pavement. You get your bearings, but the figure's already gone.
+	<br><br>
+	<<npc Winter>><<person1>>
+	You enter the musem, <span class="red">and find Winter lying on the ground.</span> <<His>> eyes are shut. Antiques litter the floor, knocked from pedestals. The leather map still rests on the wall, but a great tear runs through it.
+	<br><br>
+	
+	Winter coughs as you approach. "No respect," <<he>> manages, opening <<his>> eyes. "I'll be fine. I'm just old. They heard you coming, and it scared them. They grabbed the bell and ran. I suspect they wanted more."
+	<br><br>
+	<<link [[Stay with Winter|Museum Attack Stay]]>><<set $bell_stolen to 1>><<npcincr Winter love 1>><<npcincr Winter dom -5>><</link>><<lldom>><<glove>>
+	<br>
+	<<link [[Chase the culprit|Museum Attack]]>><</link>>
+	<br>
 <<elseif $museumhorseintro is undefined and $museumAntiques.museumCount gte 10>>
 	<<set $museumhorseintro to 0>>
 	<<npc Winter>><<person1>>You enter the dim museum. Winter stares at a brass pot sitting alone on a display. "I can't find a place for it," <<he>> sighs. <<He>> notices you. "I was hoping you'd visit. I have a favour to ask, seeing as you've been such a help already." <<He>> walks to the corner of the room, where something large hides beneath a dirty sheet. <<He>> tugs it off, revealing a wooden horse.
@@ -257,7 +290,7 @@ The museum is closed. A sign on the door reads.
 	<</if>>
 	<<museumtalk>>
 	<<if $museumAntiques.antiques.antiqueforestgem is "museum" and $museumgreengemtouch isnot 1>>
-		<<link [[Touch green gem|Museum Green Gem Touch]]>><<stress -3>><<set $museumgreengemtouch to 1>><</link>><<lstress>>
+		<<link [[Touch green gem|Museum Green Gem Touch]]>><<stress -9>><<set $museumgreengemtouch to 1>><</link>><<lstress>>
 		<br>
 	<</if>>
 	<<if $antiquemoney gt 0>>
@@ -273,6 +306,278 @@ The museum is closed. A sign on the door reads.
 <</if>>
 
 
+:: Museum Attack Stay [nobr]
+<<effects>>
+
+You crouch beside Winter, and ask if you should call an ambulance. <<He>> shakes <<his>> head. "I'll be up in no time. Just winded."
+<br><br>
+
+When <<he>>'s ready, you help <<him>> to <<his>> feet. <<He>> steadies <<himself>> against a pedestal. "Thank you. The police will bring our culprit to justice." <<He>> notices the slash across the leather map, and sighs.
+<br><br>
+
+<<link [[Help Winter clean up (0:30)|Museum Attack Help]]>><<pass 30>><<npcincr Winter love 1>><<npcincr Winter dom -1>><</link>><<ldom>><<glove>>
+<br>
+<<link [[Leave|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
+<br>
+
+:: Museum Attack Help [nobr]
+<<effects>>
+
+You restore the antiques to their pedestals while Winter phones the police. Once the scuff marks are removed from the floor, the museum looks almost as good as ever.
+<br><br>
+
+"There doesn't seem to be any lasting damage," Winter says, relieved. <<He>> points at the map. "Except that. Could have been a lot worse. Thank you for the help."
+<br><br>
+
+<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
+<br>
+
+
+
+:: Museum Attack [nobr]
+<<effects>>
+
+You turn towards the exit. "Wait," Winter asks. "It's not worth-" <<He>> coughs. "It's not worth getting into danger. The police will-" <<He>> can't stop coughing.
+<br><br>
+
+<<link [[Stay|Museum Attack Stay]]>><<set $bell_stolen to 1>><<npcincr Winter love 1>><<npcincr Winter dom -5>><</link>><<lldom>><<glove>>
+<br>
+<<link [[Chase the culprit|Museum Attack 2]]>><</link>><<athleticsdifficulty 1 800>>
+<br>
+
+
+:: Museum Attack 2 [nobr]
+<<effects>>
+
+<<endevent>>
+<<generate1>><<person1>>
+You run out onto Oxford Street, just in time to see the hooded figure rush around the corner. You give chase,
+
+
+
+<<if $athletics gte random(1, 800)>>
+	<<set $outside to 1>><<set $location to "alley">><<set $bus to "industrial">>
+	round the corner, <span class="green">and see <<him>> duck into an alley.</span> You follow through an industrial maze, until you trap <<him>> against a brick wall.
+	<br><br>
+	
+	<<He>> turns and plants <<his>> feet, holding the bell in front of <<him>>. <<He>> shakes <<his>> hand, but not to test the sound as you and Winter did. <<His>> movements are deliberate.
+	<br><br>
+	
+	<<link [[Next|Museum Attack 3]]>><</link>>
+	<br>
+<<else>>
+	<<set $bell_stolen to 1>>
+	<span class="red">but they've already vanished</span> by the time you make it to the end of the street.
+	<br><br>
+	<<endevent>><<npc Winter>><<person1>>
+	You return to the museum. Winter is on <<his>> feet, steadying <<himself>> against a pedestal.
+	<br><br>
+	"Don't you dare do anything so stupid again," <<he>> says. "The police will bring our culprit to justice." <<He>> notices the slash through the leather map, and sighs.
+	<br><br>
+
+	<<link [[Help Winter clean up (0:30)|Museum Attack Help]]>><<pass 30>><<npcincr Winter love 1>><<npcincr Winter dom -1>><</link>><<ldom>><<glove>>
+	<br>
+	<<link [[Leave|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
+	<br>
+<</if>>
+
+:: Museum Attack 3 [nobr]
+<<effects>>
+
+The bell tolls, and the familiar dread washes into you. Birds take flight from the surrounding rooftops, and a rat scurries from beneath a dumpster, running right past you.<<gstress>><<stress 6>>
+<br><br>
+
+You step forward. The bell tolls a second time. Your muscles seize. It's an effort to move again.<<ggstress>><<stress 12>>
+<br><br>
+
+The <<persons>> hood conceals <<his>> eyes, but not <<his>> mad grin.
+<br><br>
+
+<<link [[Walk closer|Museum Attack 4]]>><</link>><<willpowerdifficulty 1 300>>
+<br>
+<<link [[Give up|Museum Attack Retreat]]>><</link>>
+<br>
+
+
+:: Museum Attack Retreat [nobr]
+<<effects>>
+
+You back away. The <<person>> grasps the bell with <<his>> other hand, stilling it. A relieved sigh escapes <<his>> lips.
+<br><br>
+
+<<endevent>><<npc Winter>><<person1>>
+You return to the museum. Winter is on <<his>> feet, steadying <<himself>> against a pedestal.
+<br><br>
+"Don't you dare do anything so stupid again," <<he>> says. "The police will bring our culprit to justice." <<He>> notices the slash through the leather map, and sighs.
+<br><br>
+
+<<link [[Help Winter clean up (0:30)|Museum Attack Help]]>><<pass 30>><<npcincr Winter love 1>><<npcincr Winter dom -1>><</link>><<ldom>><<glove>>
+<br>
+<<link [[Leave|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
+<br>
+
+
+:: Museum Attack 4 [nobr]
+<<effects>>
+
+You force your muscles to move, and walk closer to the <<person>>. Another toll. The dread builds, urging you to turn back.
+<br><br>
+<<if $willpower gte random(1, 300)>>
+	<span class="green">You ignore it.</span> You brave worse threats every day.<<gwillpower>><<willpower 3>>
+	<br><br>
+<<else>>
+	<span class="red">Your heart races.</span><<llcontrol>><<gtrauma>><<gstress>><<control -25>><<trauma 6>><<stress 6>><<ggwillpower>><<willpower 10>>
+	<br><br>
+<</if>>
+
+<<link [[Walk closer|Museum Attack 5]]>><</link>><<willpowerdifficulty 1 600>>
+<br>
+<<link [[Give up|Museum Attack Retreat]]>><</link>>
+<br>
+
+:: Museum Attack 5 [nobr]
+<<effects>>
+
+Another toll. A terrible fear strikes you. Your pulse races. You're certain something is about to lunge from that manhole, or that window, or from that dumpster. You want to turn and run.
+<br><br>
+<<if $willpower gte random(1, 600)>>
+	You take deep breaths. You're imagining things. <span class="green">You're not in danger.</span> The <<person>> grimaces.<<gwillpower>><<willpower 3>>
+	<br><br>
+<<else>>
+	<span class="red">You can't breathe.</span><<llcontrol>><<ggtrauma>><<ggstress>><<ggwillpower>><<control -25>><<trauma 12>><<stress 12>><<willpower 10>>
+	<br><br>
+<</if>>
+
+
+<<link [[Walk closer|Museum Attack 6]]>><</link>><<willpowerdifficulty 1 900>>
+<br>
+<<link [[Give up|Museum Attack Retreat]]>><</link>>
+<br>
+
+:: Museum Attack 6 [nobr]
+<<effects>>
+
+The <<person>> holds the bell with both hands. It tolls again. The sky opens. The shadows grow, skittering across the tarmac. Heading for you, and the <<person>>. 
+<br><br>
+<<if $willpower gte random(1, 900)>>
+	<span class="green">You stay focused.</span> Shadows can't hurt you. With a thought, they return to nothingness.
+	<br><br>
+	The <<person>> is less fortunate. <<He>> lies on <<his>> back, <<his>> face contorted as <<he>> clutches at <<his>> neck, gasping for every breath. The bell rolls in front of you.
+	<br><br>
+	
+	<<link [[Take it and leave|Museum Attack Take]]>><</link>>
+	<br>
+	<<link [[Help the thief|Museum Attack Thief]]>><<famegood 2>><</link>>
+	<br>
+<<else>>
+	They speed up as they close in. <span class="red">You back away,</span> throwing your arms in front of your face. The shadows pierce your limbs as if they weren't there, but feel quite corporeal as they tangle around your throat. You drop to your knees, gasping for air. You claw at the shadows. Your fingers find only skin.
+	<br><br>
+	
+	You hear a clatter as your consciousness fades.
+	<br><br>
+	
+	<<link [[Next|Museum Attack Passout]]>><</link>>
+	<br>
+<</if>>
+
+:: Museum Attack Take [nobr]
+<<effects>>
+
+You grab the bell, and leave the <<person>> to <<his>> struggle.
+<br><br>
+
+<<link [[Next|Museum Attack Return]]>><</link>>
+<br>
+
+
+
+:: Museum Attack Return [nobr]
+<<set $location to "museum">><<effects>>
+
+<<endevent>><<npc Winter>><<person1>>
+You return to the museum. Winter is on <<his>> feet, busy returning antiques to their pedestals.
+<br><br>
+"Don't you ever do something so stupid again. The police will-" <<he>> sees the bell in your hand, and fails to conceal <<his>> surprise.
+<br><br>
+
+<<if $submissive gte 1150>>
+	"I-I was careful," you say.
+<<elseif $submissive lte 850>>
+	"I can handle myself," you say.
+<<else>>
+	"I didn't take any risks," you say.
+<</if>>
+<br><br>
+
+Winter returns the bell to its resting place, and throws a sheet over it. "Not much lasting damage. Except that," <<he>> points at the slashed leather map. "I'll contact the police." <<He>> steadies <<himself>> against the pedestal. "I won't thank you for putting yourself in danger," <<he>> pauses. "But I'm grateful for your help."
+<br><br>
+
+<<link [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</link>>
+<br>
+
+
+:: Museum Attack Thief [nobr]
+<<set $location to "museum">><<effects>>
+
+You ignore the bell for now, and approach the <<person>>. You try pulling <<his>> hands away from <<his>> throat, but <<he>> won't budge.
+<<if $submissive gte 1150>>
+	"Pl-please listen to me," you plead. "There's no danger. You need to relax."
+<<elseif $submissive lte 850>>
+	"Idiot," you say. "Stop hurting yourself and relax."
+<<else>>
+	"You have to listen to me," you say. "You're hurting yourself. You need to relax."
+<</if>>
+<br><br>
+Whether through your words, or lack of oxygen, <<his>> arms weaken enough for you to pull them away. You pin them to <<his>> side.
+
+<<if $submissive gte 1150>>
+	"J-just breath in and out slowly. Please trust me."
+<<elseif $submissive lte 850>>
+	"Control your fucking breathing. You're a mess.
+<<else>>
+	"Take deep breaths. In and out."
+<</if>> 
+<br><br>
+
+Gradually, the <<persons>> breathing slows. <<He>> stares at you a moment. With a newfound strength, <<he>> shoves you aside and jumps to <<his>> feet. <<He>> runs down the alley, giving the bell a wide berth.
+<br><br>
+
+You pick up the bell, and hold it steady.
+<br><br>
+
+<<link [[Next|Museum Attack Return]]>><</link>>
+<br>
+
+
+
+:: Museum Attack Passout [nobr]
+<<set $location to "town">><<set $outside to 0>><<effects>>
+<<pass 60>>
+<<passout>><<endevent>><<npc Winter>><<person1>>
+You awaken to the sight of a concerned face. "Here," Winter says, offering you a glass of water. You sit up. <<He>> sounds relieved.<<gcontrol>><<control 10>>
+<br><br>
+
+You're in a small, old fashioned room. It could be one of the backrooms at the museum, if not for the bed. "A Doctor checked you out. A young <<if $NPCName[$NPCNameList.indexOf("Harper")].pronoun is "f">>blonde lady<<else>>blond fellow<</if>>. Said you'd be up soon, and there was no need to worry. Wanted to keep an eye on you, though."
+<br><br>
+
+<<He>> leans back. "Forgive me," <<he>> says. "This is my home. It was here or your orphanage. This was more convenient."
+<br><br>
+
+<<link [[Next|Museum Attack Up]]>><</link>>
+<br>
+
+
+:: Museum Attack Up [nobr]
+<<effects>>
+
+Winter helps you off the bed, and leads you down a thin flight of stairs. "The bell is back on its pedestal," <<he>> says. "But I'm afraid the thief gave me the slip. I found you lying alone, and the bell nearby."
+<br><br>
+
+You emerge from the cottage, into a tidy garden on the edge of Domus Street. "I need to return to the museum," Winter says. "I won't thank you for putting yourself in danger." <<He>> pauses. "But I'm grateful for your help."
+<br><br>
+
+<<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><</link>>
+<br>
 
 :: Museum Intro [nobr]
 <<set $outside to 0>><<set $location to "museum">><<effects>>
@@ -647,4 +952,86 @@ You touch the green gem. A calmness falls over you.
 <br>
 
 
+:: Museum Bell [nobr]
+<<effects>>
+
+<<set $bell_timer to 2>>
+
+<<npc Winter>><<person1>>"An exceptional find." Winter shakes the bell. The deep toll fills you with a familiar dread. "And a unique sound," <<he>> muses. <<He>> seems affected as well, and places it back upon the pedestal. <<He>> throws a sheet over it. "Should put it behind glass. This'll do for now."<<gstress>><<stress 6>>
+<br><br>
+
+"Not surprised it had religious significance," <<he>> continues. "But I never want to hear it again."
+<br><br>
+
+
+<<link [[Next|Museum]]>><<endevent>><</link>>
+<br>
+
+
+:: Museum Bullet [nobr]
+<<effects>>
+
+<<npc Winter>><<person1>>Winter examines the bullet through a magnifying glass. "Over a century old, but you can still make out the manufacturer," <<he>> says. "Some careless volunteer dropped it during training, perhaps."
+<br><br>
+
+<<link [[Tease|Museum Bullet Tease]]>><<npcincr Winter love -1>><</link>><<llove>>
+<br>
+<<link [[Be polite|Museum Bullet Polite]]>><</link>>
+<br>
+
+
+:: Museum Bullet Tease [nobr]
+<<effects>>
+
+<<if $submissive gte 1150>>
+	"M-maybe it was you," you say.
+<<elseif $submissive lte 850>>
+	"I bet it was you," you say.
+<<else>>
+	"Maybe it was you," you say.
+<</if>>
+<br><br>
+
+"I'm not that old," Winter snaps. "And I'd remind you to treat your elders with respect." <<He>> collects <<himself>>. "Could have been my grandfather, though."
+<br><br>
+
+<<link [[Next|Museum]]>><<endevent>><</link>>
+<br>
+
+
+:: Museum Bullet Polite [nobr]
+<<effects>>
+
+Winter goes off on a tangent, but you remain polite, and nod along.
+<br><br>
+
+<<link [[Next|Museum]]>><<endevent>><</link>>
+<br>
+
+
+:: Museum Shell [nobr]
+<<effects>>
+
+<<npc Winter>><<person1>>Winter taps the artillery shell. "It's not live," <<he>> says. "Not after all this time. It might never have worked. Not sure why else they'd cast it aside."
+<br><br>
+
+
+<<link [[Next|Museum]]>><<endevent>><</link>>
+<br>
+
+
+
+:: Museum Gold Ring [nobr]
+<<effects>>
+
+
+<<npc Winter>><<person1>>"Magnificent," Winter says, turning the ring in <<his>> palm. "To think something this valuable has remained hidden for so long. This would have been worn by nobility, or someone very wealthy."
+<br><br>
+
+
+<<link [[Next|Museum]]>><<endevent>><</link>>
+<br>
+
+
+
 
diff --git a/game/overworld-town/loc-museum/museumAntiques.twee b/game/overworld-town/loc-museum/museumAntiques.twee
index 103d76b695..656aa48d60 100644
--- a/game/overworld-town/loc-museum/museumAntiques.twee
+++ b/game/overworld-town/loc-museum/museumAntiques.twee
@@ -196,6 +196,26 @@ You look around the museum. The pedestals are grooved, as if awaiting specific o
 			hint:`"For a pirate map," Winter says while gesturing at an empty pedestal. "A legend says they hid treasure in the nearby countryside."<br><br> <<He>> turns away. "Sounds far-fetched, but pirates and smugglers did use a secret passage to enter town. Perhaps some of their effects are still there."`,
 			museum:"The leather map rests on the wall.",
 			name:"Leather Map"
+		},
+		"antiquebell":{
+			hint:`"For a bell," Winter says while gesturing at an empty pedestal. "A relic of the old religion. Only one was made. They used to keep it at the temple, but it was stolen."<br><br> <<He>> turns away. "Not been seen since. Surprised it hasn't turned up in a museum elsewhere."`,
+			museum:"A sheet has been drawn over the bell's pedestal, concealing its contents.",
+			name:"Sonorous Bell"
+		},
+		"antiquebullet":{
+			hint:`"For a bullet," Winter says while gesturing at an empty pedestal. "Left over from the Great War. They'd practise with live ammunition. Ramblers find them on occasion."<br><br> <<He>> turns away. "They used to drill volunteers out on the moor."`,
+			museum:"The bullet rests on a pedestal.",
+			name:"Bullet"
+		},
+		"antiqueshell":{
+			hint:`"For an explosive," Winter says while gesturing at an empty pedestal. "Left over from the Great War. Ammunition would go missing, and turn up on the black market."<br><br> <<He>> turns away. "They used to practise with live ammunition out on the moor."`,
+			museum:"The artillery shell rests on a pedestal.",
+			name:"Artillery Shell"
+		},
+		"antiquegoldring":{
+			hint:`"For an ancient gold ring," Winter says while gesturing at an empty pedestal. "Something worn by nobility."<br><br> <<He>> turns away. "It would be somewhere no one's looked. Perhaps buried."`,
+			museum:"The gold ring rests on a pedestal.",
+			name:"Gold Ring"
 		}
 	}>>
 <</if>>
@@ -232,7 +252,11 @@ You look around the museum. The pedestals are grooved, as if awaiting specific o
 			"antiquesilverdagger":"notFound",
 			"antiquerustedcutlass":"notFound",
 			"antiquecutlass":"notFound",
-			"antiqueleathermap":"notFound"
+			"antiqueleathermap":"notFound",
+			"antiquebell":"notFound",
+			"antiquebullet":"notFound",
+			"antiqueshell":"notFound",
+			"antiquegoldring":"notFound"
 		},
 		museumCount:0
 	}>>
diff --git a/game/overworld-town/loc-pub/main.twee b/game/overworld-town/loc-pub/main.twee
index b75795c8d3..85cec88b15 100644
--- a/game/overworld-town/loc-pub/main.twee
+++ b/game/overworld-town/loc-pub/main.twee
@@ -9,7 +9,7 @@
 		<<link [[Buy pepper spray charge (£2500)|Pub Spray]]>><<spray 1>><<set $money -= 250000>><</link>>
 		<br>
 	<</if>>
-	<<if $crime gte 500 and $pubtask isnot 1>>
+	<<if $crime gte 500 and !$pubtask>>
 		<<link [[Ask for help covering your tracks|Pub Task]]>><</link>>
 		<br>
 	<</if>>
@@ -158,22 +158,35 @@ You make £<<print $blackmoney>>.
 :: Pub Task [nobr]
 
 <<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
-"I can help you," Landry says, reclining. "But I need you to do something for me. And no, It's not money related. I was expecting a package that never arrived, I need you to find it for me. Good thing I know exactly where to find it, it had a GPS tracker. It's deep in the forest beside the town."
-<br><br>
-"Get it for me and I'll prevent any of your past misdemeanours being pinned on you. It's a small black box. You shouldn't get it confused with any rocks or twigs. Oh, and do be careful. People disappear in there all the time."
-<br><br>
-<<set $pubtask to 1>>
-<<link [[Leave|Pub]]>><<endevent>><</link>>
-<br>
+	
+<<if $pubstage is undefined>>
+	"I can help you," Landry says, reclining. "But I need you to do something for me. And no, It's not money related. I was expecting a package that never arrived, I need you to find it for me. Good thing I know exactly where to find it, it had a GPS tracker. It's deep in the forest beside the town."
+	<br><br>
+	"Get it for me and I'll prevent any of your past misdemeanours being pinned on you. It's a small black box. You shouldn't get it confused with any rocks or twigs. Oh, and do be careful. People disappear in there all the time."
+	<br><br>
+	<<set $pubtask to "forest">>
+	<<set $pubstage to 1>>
+	<<link [[Leave|Pub]]>><<endevent>><</link>>
+	<br>
+<<elseif $pubstage is 1>>
+	"I can help again," Landry says, reclining. "But I have another job for you. Another package failed to arrive. This one was lost on the moor, some distance from town. You'll need to leave on the Harvest road to reach it."
+	<br><br>
+	"Get it for me and I'll prevent any of your past misdemeanours being pinned on you. It's another small black box. Oh, and do be careful. I don't believe the tales of monsters, but there's a sensible reason behind some superstitions."
+	<br><br>
+	<<set $pubtask to "moor">>
+	<<unset $pubstage>>
+	<<link [[Leave|Pub]]>><<endevent>><</link>>
+	<br>
+<</if>>
 
 :: Pub Box [nobr]
 
 <<set $outside to 0>><<set $location to "pub">><<effects>><<set $bus to "harvest">>
 "That's it! You're a lifesaver." <<He>> examines the box more closely. "I hope it wasn't too much trouble. Don't worry, I'll fulfil my side of things. You'll be clean as can be." <<He>> stands. "Now if you'll excuse me, I've some favours to call in."
 <br><br>
-<<set $pubtask to 0>>
-<<set $pubtask2 to 0>>
-<<set $pubtasksetting to 0>>
+<<unset $pubtask>>
+<<unset $pubtask2>>
+<<unset $pubtasksetting>>
 <<if $crime gte 10000>>
 	<<set $crime -= 10000>>
 <<else>>
@@ -244,4 +257,4 @@ You make £<<print $blackmoney>>.
 	"Then I can't help you. Good luck with that computer."
 <</if>>
 <br><br>
-<<link [[Next|Pub]]>><<endevent>><</link>>
\ No newline at end of file
+<<link [[Next|Pub]]>><<endevent>><</link>>
diff --git a/game/overworld-town/loc-school/classes/maths-events.twee b/game/overworld-town/loc-school/classes/maths-events.twee
index 4cf01d217a..fdbdf925ca 100644
--- a/game/overworld-town/loc-school/classes/maths-events.twee
+++ b/game/overworld-town/loc-school/classes/maths-events.twee
@@ -552,7 +552,7 @@ Whitney grins at you on the way out.
 		<<link [[Take charge|Maths Event4 Take]]>><<npcincr Whitney love 1>><<npcincr Whitney dom -1>><<def 1>><</link>><<defianttext>><<promiscuous1>><<glove>><<ldom>>
 		<br>
 	<</if>>
-	<<link [[Allow|Maths Event4 Allow]]>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><<sub 1>><<stress 6>><<arousal 6>><</link>><<glove>><<gdom>><<gstress>><<garousal>>
+	<<link [[Allow|Maths Event4 Allow]]>><<npcincr Whitney love 1>><<npcincr Whitney dom 1>><<sub 1>><<stress 6>><<arousal 600>><</link>><<glove>><<gdom>><<gstress>><<garousal>>
 	<br>
 	<<link [[Push away|Maths Event4 Push]]>><<npcincr Whitney love -1>><<npcincr Whitney dom -1>><<def 1>><</link>><<llove>><<ldom>>
 	<br>
diff --git a/game/overworld-town/loc-school/classes/swimming.twee b/game/overworld-town/loc-school/classes/swimming.twee
index 51d6d35a7f..4add74de1b 100644
--- a/game/overworld-town/loc-school/classes/swimming.twee
+++ b/game/overworld-town/loc-school/classes/swimming.twee
@@ -30,7 +30,7 @@
 
 		<<else>>
 			You enter the swimming pool room.
-			<<npc Mason>><<person1>>
+			
 			Mason and the class are already in the water. "Glad you could join us!" <<He>> says, beckoning.
 			<<gdelinquency>><<detention 1>>
 			<br><br>
diff --git a/game/overworld-town/loc-school/widgets-events.twee b/game/overworld-town/loc-school/widgets-events.twee
index 03484231bd..8dfad7aec2 100644
--- a/game/overworld-town/loc-school/widgets-events.twee
+++ b/game/overworld-town/loc-school/widgets-events.twee
@@ -689,7 +689,7 @@ Other students ignore what is happening, or watch in amusement.
 		<br><br>
 
 		You leave before anyone notices your deepening blush.
-		<<garousal>><<gstress>><<arousal 6>><<stress 6>>
+		<<garousal>><<gstress>><<arousal 600>><<stress 6>>
 		<br><br>
 
 		<<endevent>>
diff --git a/game/overworld-town/loc-shop/main.twee b/game/overworld-town/loc-shop/main.twee
index c56bc25089..8bbebaf86b 100644
--- a/game/overworld-town/loc-shop/main.twee
+++ b/game/overworld-town/loc-shop/main.twee
@@ -50,7 +50,7 @@
 					<br>
 					<<tailoricon>><<link [[Tailor Shop (0:01)|Tailor Shop Sneak]]>><<pass 1>><</link>>
 					<br>
-					<<cosmeticsicon>><<link [[Cosmetics Store (0:01)|Cosmetics Lock]]>><<pass 1>><</link>>
+					<<cosmeticsicon>><<link [[Cosmetics Shop (0:01)|Cosmetics Lock]]>><<pass 1>><</link>>
 					<br><br>
 					<<link [[Main floor (0:02)|Shopping Centre]]>><<pass 2>><</link>>
 					<br>
@@ -81,7 +81,7 @@
 					<br>
 					<<tailoricon>><<link [[Tailor Shop (0:01)|Tailor Shop Sneak]]>><<pass 1>><</link>>
 					<br>
-					<<cosmeticsicon>><<link [[Cosmetics Store (0:01)|Cosmetics Store]]>><<pass 1>><</link>>
+					<<cosmeticsicon>><<link [[Cosmetics Shop (0:01)|Cosmetics Store]]>><<pass 1>><</link>>
 					<br>
 					/*<<link [[Empty Shop (0:01)|EmptyStore]]>><<pass 1>><<set $shopFloor to "top">><</link>>
 					<br>*/
@@ -116,7 +116,7 @@
 					<br>
 					<<tailoricon>><<link [[Tailor Shop (0:01)|Tailor Shop Sneak]]>><<pass 1>><</link>>
 					<br>
-					<<cosmeticsicon>><<link [[Cosmetics Store (0:01)|Cosmetics Lock]]>><<pass 1>><</link>>
+					<<cosmeticsicon>><<link [[Cosmetics Shop (0:01)|Cosmetics Lock]]>><<pass 1>><</link>>
 					<br>
 					/*<<link [[Empty Shop (0:01)|EmptyStore]]>><<pass 1>><<set $shopFloor to "top">><</link>>
 					<br>*/
@@ -129,7 +129,7 @@
 					<br>
 					<<tailoricon>><<link [[Tailor (0:01)|Tailor Shop]]>><<pass 1>><</link>>
 					<br>
-					<<cosmeticsicon>><<link [[Cosmetics Store (0:01)|Cosmetics Store]]>><<pass 1>><</link>>
+					<<cosmeticsicon>><<link [[Cosmetics Shop (0:01)|Cosmetics Store]]>><<pass 1>><</link>>
 					<br>
 					/*Comment out when a new shop is added in its place, uncomment when required*/
 					/*Used to keep the `Go onto the roof` and `Go downstair` in lines with the lower floor*/
diff --git a/game/overworld-town/loc-spa/main.twee b/game/overworld-town/loc-spa/main.twee
index 36b25a7676..df938bda84 100644
--- a/game/overworld-town/loc-spa/main.twee
+++ b/game/overworld-town/loc-spa/main.twee
@@ -46,11 +46,11 @@ per session. Price may change with the season."
 		<br><br>
 	<</if>>
 	<<if $openinghours is 1 and $exposed lt 1>>
+		<<generate1>><<person1>>
 		<<if $spa_job gte 1>>
-			<<link [[Work as a masseur (0:50)|Spa Work Start]]>><<set $money += 1000>><</link>>
+			<<link [[Work as a masseur (0:50)|Spa Work Start]]>><<endevent>><<set $money += 1000>><</link>>
 			<br>
 		<<else>>
-			<<generate1>><<person1>>
 			The receptionist, a <<person>>, looks up from <<his>> desk, and curls <<his>> nose. "Make it quick," <<he>> says. "Our clientele don't mix with riff-raff off the street."
 			<br><br>
 			<<link [[Ask for work|Spa Work Ask]]>><</link>>
@@ -58,17 +58,17 @@ per session. Price may change with the season."
 		<</if>>
 		<<if $season is "spring" or $season is "autumn">>
 			<<if $money gte 2500>>
-				<<link [[Tanning Salon (£25 1:00)|Spa Tan]]>><<generate1>><<person1>><<set $money -= 2500>><</link>><<lstress>><<gggtanned>>
+				<<link [[Tanning Salon (£25 1:00)|Spa Tan]]>><<set $money -= 2500>><</link>><<lstress>><<gggtanned>>
 				<br>
 			<</if>>
 		<<elseif $season is "winter">>
 			<<if $money gte 6000>>
-				<<link [[Tanning Salon (£60 1:00)|Spa Tan]]>><<generate1>><<person1>><<set $money -= 6000>><</link>><<lstress>><<gggtanned>>
+				<<link [[Tanning Salon (£60 1:00)|Spa Tan]]>><<set $money -= 6000>><</link>><<lstress>><<gggtanned>>
 				<br>
 			<</if>>
 		<<else>>
 			<<if $money gte 1000>>
-				<<link [[Tanning Salon (£10 1:00)|Spa Tan]]>><<generate1>><<person1>><<set $money -= 1000>><</link>><<lstress>><<gggtanned>>
+				<<link [[Tanning Salon (£10 1:00)|Spa Tan]]>><<set $money -= 1000>><</link>><<lstress>><<gggtanned>>
 				<br>
 			<</if>>
 		<</if>>
diff --git a/game/overworld-town/loc-street/events.twee b/game/overworld-town/loc-street/events.twee
index 75a17b8190..e59d672348 100644
--- a/game/overworld-town/loc-street/events.twee
+++ b/game/overworld-town/loc-street/events.twee
@@ -6413,7 +6413,7 @@ You shake your head and keep walking.
 	<<elseif $phase is 3>>
 		The <<person1>><<person>> stares speechlessly at your <<bottom>> as you walk on.
 	<<elseif $phase is 4>>
-		The wispering stops, and you walk away, enjoying the sudden stunned silence.
+		The whispering stops, and you walk away, enjoying the sudden stunned silence.
 	<<elseif $phase is 5>>
 		The <<person>> is dumbfounded. Proudly, you walk on.
 	<<else>>
diff --git a/game/overworld-town/loc-street/widgets.twee b/game/overworld-town/loc-street/widgets.twee
index e4cd7bfc97..788d779a16 100644
--- a/game/overworld-town/loc-street/widgets.twee
+++ b/game/overworld-town/loc-street/widgets.twee
@@ -733,7 +733,6 @@ A <<generates1>><<person1>><<person>> leans out of a passing car and hurls a lar
 	<br><br>
 
 	You manage to get away, but not without injury.
-	<br><br>
 	<<beastescape>>
 	<br><br>
 
diff --git a/game/overworld-town/loc-strip club/main.twee b/game/overworld-town/loc-strip club/main.twee
index 9fc0a9c82a..951da6df0d 100644
--- a/game/overworld-town/loc-strip club/main.twee	
+++ b/game/overworld-town/loc-strip club/main.twee	
@@ -856,7 +856,7 @@ Staying low, you dart across the pavement towards the alley.
 	<br><br>
 
 	By now you're at the back entrance, your hands shaking as you throw the door open and step inside.
-	<<gstress>><<garousal>><<stress 6>><<arousal 6>>
+	<<gstress>><<garousal>><<stress 6>><<arousal 600>>
 	<br><br>
 
 	<<link [[Next|Strip Club]]>><</link>>
diff --git a/game/overworld-town/loc-temple/quarters.twee b/game/overworld-town/loc-temple/quarters.twee
index a62bcf47a5..ed20e224ef 100644
--- a/game/overworld-town/loc-temple/quarters.twee
+++ b/game/overworld-town/loc-temple/quarters.twee
@@ -340,7 +340,7 @@ You drop to your knees and squeeze into the fireplace. You peer through the gloo
 	<br><br>
 	Scroll safely tucked beneath your arm, you shuffle out from the tight space. The <<person>> awaits you, and clasps <<his>> hands together in joy.
 	<br><br>
-	"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone where as careless as me."
+	"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone were as careless as me."
 	<br><br>
 	<<endevent>>
 	<<link [[Next|Temple Quarters]]>><</link>>
@@ -355,7 +355,7 @@ You drop to your knees and squeeze into the fireplace. You peer through the gloo
 	You look more closely at the scroll. The next thing you know you're outside the fireplace, leaning against it and panting. The <<monk>> crouches beside you, one hand on your shoulder. You can't remember what you saw. <span class="red">But it was terrible.</span>
 	<<gggawareness>><<awareness 50>><<ggtrauma>><<trauma 12>><<ggstress>><<stress 12>><<ggarousal>><<arousal 1200>>
 	<br><br>
-	"You choked on some soot child," the <<monk>> says. <<He>> pats the scrolls bundled in <<his>> arm. "Safe and sound. These are very old, and wouldn't have lasted this long if everyone where as careless as me."
+	"You choked on some soot child," the <<monk>> says. <<He>> pats the scrolls bundled in <<his>> arm. "Safe and sound. These are very old, and wouldn't have lasted this long if everyone were as careless as me."
 	<br><br>
 	<<He>> rises to <<his>> feet and shuffles from the room. <<tearful>> you follow suit.
 	<br><br>
@@ -368,7 +368,7 @@ You drop to your knees and squeeze into the fireplace. You peer through the gloo
 	<br><br>
 	Scroll safely tucked beneath your arm, you shuffle out from the tight space. The <<person>> awaits you, and clasps <<his>> hands together in joy.
 	<br><br>
-	"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone where as careless as me."
+	"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone were as careless as me."
 	<br><br>
 	<<endevent>>
 	<<link [[Next|Temple Quarters]]>><</link>>
@@ -379,7 +379,7 @@ You drop to your knees and squeeze into the fireplace. You peer through the gloo
 	<br><br>
 	Scroll safely tucked beneath your arm, you shuffle out from the tight space. The <<person>> awaits you, and clasps <<his>> hands together in joy.
 	<br><br>
-	"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone where as careless as me."
+	"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone were as careless as me."
 	<br><br>
 	<<endevent>>
 	<<link [[Next|Temple Quarters]]>><</link>>
@@ -392,7 +392,7 @@ You drop to your knees and squeeze into the fireplace. You peer through the gloo
 <<set $outside to 0>><<set $location to "temple">><<temple_effects>><<effects>>
 You shuffle out from the tight space, scroll in hand. The <<person>> awaits you, and clasps <<his>> hands together in joy.
 <br><br>
-"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone where as careless as me."
+"Thank you so much," <<he>> says. "These are very old, and wouldn't have lasted this long if everyone were as careless as me."
 <br><br>
 <<endevent>>
 <<link [[Next|Temple Quarters]]>><</link>>
diff --git a/game/overworld-town/loc-temple/soup-kitchen.twee b/game/overworld-town/loc-temple/soup-kitchen.twee
index 6c97404493..8821c712a9 100644
--- a/game/overworld-town/loc-temple/soup-kitchen.twee
+++ b/game/overworld-town/loc-temple/soup-kitchen.twee
@@ -201,7 +201,7 @@ You help River work the kitchen. You cut vegetables ready for cooking and clean
 		You're bent over one such spillage when you feel a hand on your <<bottom>>. You turn to see a <<npc River>><<generate2>><<person2>><<person>> groping you. <<He>> squeezes.
 		<<gstress>><<gtrauma>><<stress 6>><<trauma 6>>
 		<br><br>
-		<<link [[Ignore|Soup Kitchen Grope Ignore]]>><<set $submissive += 1>><<stress 6>><<arousal 6>><</link>><<gstress>><<garousal>>
+		<<link [[Ignore|Soup Kitchen Grope Ignore]]>><<set $submissive += 1>><<stress 6>><<arousal 600>><</link>><<gstress>><<garousal>>
 		<br>
 		<<link [[Walk away|Soup Kitchen Grope Walk]]>><<npcincr River love -1>><</link>><<llove>>
 		<br>
@@ -437,9 +437,9 @@ The <<monk>> is completely naked, showering with eyes closed. <<Hes>> oblivious
 		chastity belt. <<He>> tugs at it and frowns.
 	<</if>>
 <<else>>
-	<<He>> runs <<his>> soupy hands down <<his>> chest. They continue further, over <<his>> tummy and the
+	<<He>> runs <<his>> soapy hands down <<his>> chest. They continue further, over <<his>> tummy and the
 	<<if $NPCList[0].penis isnot "none">>
-		chastity cage then restricts <<his>> $NPCList[0].penisdesc. <<He>> tugs at it and frowns.
+		chastity cage that restricts <<his>> $NPCList[0].penisdesc. <<He>> tugs at it and frowns.
 	<<else>>
 		chastity belt that covers <<his>> pussy. <<He>> tugs at it and frowns.
 	<</if>>
diff --git a/game/overworld-town/special-avery/main.twee b/game/overworld-town/special-avery/main.twee
index 19ddba2f0c..8692b19412 100644
--- a/game/overworld-town/special-avery/main.twee
+++ b/game/overworld-town/special-avery/main.twee
@@ -453,7 +453,7 @@ Avery slams the door after you, then gets in the front. The doors lock as you dr
 	<<link [[Next|Avery Party]]>><</link>>
 	<br>
 <<else>><<set $avery_location to 1>>
-	<<He>> drives you to Connudatus Street and parks outside a restaurant. <<He>> takes your hand and leads you into the building.
+	<<He>> drives you to Connudatus Street and parks outside a restaurant. <<He>> takes your hand and leads you into the building.<<takeHandholdingVirginity "Avery" "romantic">>
 	<br><br>
 
 	<<link [[Next|Avery Date 2]]>><</link>>
@@ -482,7 +482,7 @@ You smile at <<him>>. <<He>> smiles back. "You're so sweet," <<he>> says as <<he
 	<<link [[Next|Avery Party]]>><</link>>
 	<br>
 <<else>><<set $avery_location to 1>>
-	<<He>> drives you to Connudatus Street and parks outside a restaurant. <<He>> takes your hand and leads you into the building.
+	<<He>> drives you to Connudatus Street and parks outside a restaurant. <<He>> takes your hand and leads you into the building.<<takeHandholdingVirginity "Avery" "romantic">>
 	<br><br>
 
 	<<link [[Next|Avery Date 2]]>><</link>>
@@ -2566,6 +2566,7 @@ The food soon arrives.
 
 <<if $endear gte 30>>
 	"Thank you for the pleasant evening," <<he>> says after dropping <<his>> spoon into the empty bowl. <<He>> takes your hand and leads you from the restaurant. <<He>> opens the door of <<his>> car for you.
+	<<takeHandholdingVirginity "Avery" "romantic">>
 <<elseif $endear gte 0>>
 	"You don't have to be so difficult," <<he>> says after dropping <<his>> spoon into the empty bowl. "Try not to embarrass me on the way out." You leave the restaurant together, and climb into <<his>> car.
 <<else>>
@@ -2960,7 +2961,7 @@ The rest of the journey is uneventful. Robin stays close to you the whole way.
 :: Avery School Pickup Accept [nobr]
 
 <<set $outside to 0>><<effects>>
-You climb into Avery's car, as <<he>> drives you to the orphanage.
+You climb into Avery's car, and <<he>> drives you to the orphanage.
 <<if $averyCrimeTracker is undefined>>
   <<set _crimeEvent to true>>
 <<elseif $averyCrimeTracker gte 1000>>
diff --git a/game/overworld-town/special-kylar/halloween.twee b/game/overworld-town/special-kylar/halloween.twee
index b4e7aba5e2..0a4c81feac 100644
--- a/game/overworld-town/special-kylar/halloween.twee
+++ b/game/overworld-town/special-kylar/halloween.twee
@@ -1010,7 +1010,7 @@ You peer up the staircase, into the gloom above. Kylar points <<his>> torch up,
 You follow <<him>> up the creaky staircase, and into the closest room. Several tall pieces of furniture line the walls. A large, four poster bed stands near the window. Unlike the other furniture, it's not covered in a grey sheet, though one lies on the floor beside it.
 <br><br>
 <<if $skulduggery gte 400>>
-	<span class="green">You feel your hair stand on end.</span> There's no dust on the bed. The sheet was moved recently. The thought has barely entered your mind when you hear movement. You manage to jump aside just as a hand lunges from beneath one of the sheets, accompanied by a terrible screech.
+	<span class="blue">You feel your hair stand on end.</span> There's no dust on the bed. The sheet was moved recently. The thought has barely entered your mind when you hear movement. You manage to jump aside just as a hand lunges from beneath one of the sheets, accompanied by a terrible screech.
 	<br><br>
 
 	<<link [[Next|Kylar Halloween Upstairs Dodge]]>><</link>>
@@ -1220,7 +1220,7 @@ Kylar stops and leans against a tree and pants amount, before lunging forward an
 
 <<if $phase is 0>>
 	<<endevent>><<npc Whitney>><<person1>>
-	You hesitate, then walk over to Whitney, dropping to your knees in front of <<him>>. <<He>> pulls <<his>> loincloth aside,
+	You hesitate, then walk over to Whitney, dropping to your knees in front of <<him>>. <<He>> pulls <<his>> rags aside,
 	<<if $NPCList[0].penis isnot "none">>
 		<span class="lewd">revealing <<his>> <<print $NPCList[0].penisdesc>>,</span>
 	<<else>>
@@ -1239,7 +1239,7 @@ Kylar stops and leans against a tree and pants amount, before lunging forward an
 	<br>
 <<else>>
 	<<endevent>><<npc Whitney>><<person1>>
-	You walk to Whitney, and drop to your knees in front of <<him>>. You pull <<his>> loincloth aside,
+	You walk to Whitney, and drop to your knees in front of <<him>>. You pull <<his>> rags aside,
 	<<if $NPCList[0].penis isnot "none">>
 		<span class="lewd">revealing <<his>> <<print $NPCList[0].penisdesc>>,</span>
 	<<else>>
@@ -1289,9 +1289,9 @@ Kylar struggles forward in a desperate attempt to reach you, but another of Whit
 
 <<endevent>><<person1>><<npc Whitney>>
 <<if $NPCList[0].penis isnot "none">>
-	Whitney shifts <<his>> loincloth aside, <span class="lewd">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span>
+	Whitney shifts <<his>> rags aside, <span class="lewd">revealing <<his>> <<print $NPCList[0].penisdesc>>.</span>
 <<else>>
-	Whitney shifts <<his>> loincloth aside, <span class="lewd">revealing <<his>> pussy.</span>
+	Whitney shifts <<his>> rags aside, <span class="lewd">revealing <<his>> pussy.</span>
 <</if>>
 <<He>> points at Kylar. "Make sure the creep watches," <<he>> says, before looking down at you. "What are you waiting for, slut? Get to work."
 <br><br>
@@ -1556,7 +1556,7 @@ The door opens, and <<his>> friends tumble out. They flee down the stairs, the p
 <<effects>>
 
 <<endevent>><<npc Whitney>><<person1>>
-Whitney grasps your arm. <<Hes>> more afraid than <<he>> would ever admit, but <<he>> doesn't make run. "I know you're in here," <<he>> repeats, eyes darting around the room. <<He>> steps toward the door, pushing you ahead of <<him>>.
+Whitney grasps your arm. <<Hes>> more afraid than <<he>> would ever admit, but <<he>> doesn't run. "I know you're in here," <<he>> repeats, eyes darting around the room. <<He>> steps toward the door, pushing you ahead of <<him>>.
 <br><br>
 
 <<clotheson>>
diff --git a/game/overworld-town/special-kylar/main.twee b/game/overworld-town/special-kylar/main.twee
index 57939254bc..ce2e4c0a32 100644
--- a/game/overworld-town/special-kylar/main.twee
+++ b/game/overworld-town/special-kylar/main.twee
@@ -1357,7 +1357,7 @@ You let Kylar pull you into the cupboard. The door shuts, plunging you into dark
 
 You take <<his>> head in your hands and guide <<his>> kiss. <<He>> falls limp in your arms. You pull back. Your eyes have adjusted, and you can see <<him>> a little. <<His>> eyes glint. You lean forward, breathe on <<his>> neck and feel <<him>> shiver.
 <br><br>
-
+<<takeKissVirginity "Kylar" `($kylarenglish gte 1?"loveInterest":"romantic")`>>
 <<if $rng gte 85>>
 The door swings open. <<generatey2>><<generatey3>>A <<person2>><<person>> and <<person3>><<person>> stand there, giggling at each other. They barge part way in before noticing you. Seems they had the same idea.
 <br><br>
@@ -2040,7 +2040,7 @@ You approach Kylar's desk.
 You approach Kylar's stump.
 
 <<if $NPCName[$NPCNameList.indexOf("Kylar")].love gte 50>>
-<<Hes>> smiles when <<he>> sees you.
+<<He>> smiles when <<he>> sees you.
 <<else>>
 <<He>> blushes and looks away when <<he>> sees you.
 <</if>>
diff --git a/game/overworld-town/special-leighton/main.twee b/game/overworld-town/special-leighton/main.twee
index 2627b745d1..56f8e08f06 100644
--- a/game/overworld-town/special-leighton/main.twee
+++ b/game/overworld-town/special-leighton/main.twee
@@ -449,7 +449,7 @@ The <<person1>><<person>> backs away from you. Leighton tuts, but leaves without
 <br>
 "Students," the <<person>> moans as you reach <<his>> crotch.
 <br>
-"How to love," you finish as the <<person>> pulls you into a kiss.
+"How to love," you finish as the <<person>> pulls you into a kiss.<<takeKissVirginity $NPCList[0].fullDescription "consensual">>
 <br><br>
 
 Leighton smiles. "It would be an insult to my position if I didn't personally instruct you. Very well." The headteacher kneels in front of the <<person>>, and <<if $NPCList[0].penis isnot "none">>takes <<his>> penis into <<endevent>><<npc Leighton>><<person1>><<his>> mouth.<<else>> starts licking <<his>> pussy.<<endevent>><<npc Leighton>><<person1>><</if>> <<He>> grasps your arm and pulls you closer.
diff --git a/game/overworld-town/special-robin/main.twee b/game/overworld-town/special-robin/main.twee
index 342459aba4..b0b5ee7a57 100644
--- a/game/overworld-town/special-robin/main.twee
+++ b/game/overworld-town/special-robin/main.twee
@@ -30,7 +30,7 @@
 	"I-I thought I would surprise you," Robin's face is bright red, but <<his>> gaze never leaves yours.
 	<br><br>
 	
-	"Do you want to unwrap me?" <<ggarousal>><<arousal 6>>
+	"Do you want to unwrap me?" <<ggarousal>><<arousal 600>>
 	<br><br>
 	<<link [[Yes|Robin Unwrap]]>><</link>><<promiscuous1>>
 	<br>
@@ -961,7 +961,7 @@ Robin</i>"
 <<glove>><<npcincr Robin love 1>><<garousal>><<ltrauma>><<lstress>><<arousal 600>><<trauma -6>><<stress -12>>
 <br><br>
 
-You take <<his>> hands in your own, and hold them for a moment. You feel <<his>> pulse racing. You pull away, but <<he>> leans forward and kisses you again. <<His>> cheeks are wet with tears.
+You take <<his>> hands in your own, and hold them for a moment.<<takeHandholdingVirginity "Robin" "romantic">> You feel <<his>> pulse racing. You pull away, but <<he>> leans forward and kisses you again. <<His>> cheeks are wet with tears.
 <br><br>
 
 You pull away again, this time turning aside so <<his>> kiss lands on your cheek. <<He>> keeps kissing you. You laugh as <<he>> nuzzles your neck. "I love you," <<he>> whispers.
diff --git a/game/overworld-town/special-whitney/halloween.twee b/game/overworld-town/special-whitney/halloween.twee
index e604e9a0ff..742b3ef3bc 100644
--- a/game/overworld-town/special-whitney/halloween.twee
+++ b/game/overworld-town/special-whitney/halloween.twee
@@ -95,7 +95,7 @@ The <<person5>><<person>> is so engrossed <<he>> doesn't notice. Until Whitney s
 
 Whitney snarls, drops the bag, and stomps on it. The <<person5>><<person>> bursts into tears. Whitney doesn't care, and continues to stomp until the sweets are ground to dust.
 <br><br>
-The <<person5>><<person>> runs inside, chased by laughter. "See you around, slut." Whitney says, resting <<his>> bat on <<his>> shoulder and marching away. <<His>> friends follow.
+The <<person5>><<person>> runs inside, chased by laughter. "See you around, slut." Whitney says, resting <<person1>><<his>> bat on <<his>> shoulder and marching away. <<His>> friends follow.
 <br><br>
 
 <<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><</link>>
diff --git a/game/overworld-town/special-whitney/main.twee b/game/overworld-town/special-whitney/main.twee
index 817756fca5..58f2c2e791 100644
--- a/game/overworld-town/special-whitney/main.twee
+++ b/game/overworld-town/special-whitney/main.twee
@@ -1340,7 +1340,7 @@ The audience applaud. Whitney gasps and climbs off you.
 
 <<clotheson>>
 
-<<tearful>> you climb to your feet. Whitney takes your hand. "Let's leave before these perverts get any funny ideas." <<He>> drags you from the pub.
+<<tearful>> you climb to your feet. Whitney takes your hand. "Let's leave before these perverts get any funny ideas." <<He>> drags you from the pub.<<takeHandholdingVirginity "Whitney" "romantic">>
 <br><br>
 
 <<He>> pulls a cigarette out of <<his>> shirt pocket once outside. "And they say I'm not romantic," <<he>> says. "Fuck off home or wherever, I've got things to do." <<He>> walks away from you.
diff --git a/game/overworld-underground/loc-cave/events.twee b/game/overworld-underground/loc-cave/events.twee
index 5ee0318659..b759216df4 100644
--- a/game/overworld-underground/loc-cave/events.twee
+++ b/game/overworld-underground/loc-cave/events.twee
@@ -276,7 +276,7 @@ Your voice echoes through the cave. The eyes wink and shut.
 <<else>>
 	The tentacle squeezes your chest, sliding over your <<breasts>>.
 <</if>>
-<<garousal>><<arousal 6>>
+<<garousal>><<arousal 600>>
 <br><br>
 <<if random(1, 2) is 2 and $bestialitydisable is "f" and $slugdisable is "f">>
 	You hear a squelch, and the tentacle unravels. It points at the water, as if watching something. A shape lunges from the water. The tentacle unravels the rest of the way, dropping you and recoiling in fright.
diff --git a/game/overworld-underground/loc-cave/widgets.twee b/game/overworld-underground/loc-cave/widgets.twee
index 2657d04092..715499b3b4 100644
--- a/game/overworld-underground/loc-cave/widgets.twee
+++ b/game/overworld-underground/loc-cave/widgets.twee
@@ -280,6 +280,7 @@
 	You notice a crack in the wall up ahead. Anything could be lurking in the dark.<<gstress>><<stress 6>>
 	<br><br>
 	<<set _difficulty to (100 - ($pursuit * 15))>>
+	<<set _difficulty to Math.clamp(_difficulty, 0, 100)>>
 	<<link [[Walk normally|Beach Cave Ignore]]>><</link>><<difficulty _difficulty>>
 	<br>
 	<<link [[Rush by|Beach Cave Rush]]>><<stress 6>><</link>><<athleticsdifficulty 200 1200>><<gstress>>
diff --git a/game/overworld-underground/loc-sewers/old-sewers-events.twee b/game/overworld-underground/loc-sewers/old-sewers-events.twee
index 8b3a9898d2..d3558fe793 100644
--- a/game/overworld-underground/loc-sewers/old-sewers-events.twee
+++ b/game/overworld-underground/loc-sewers/old-sewers-events.twee
@@ -317,9 +317,9 @@ Then the slime begins to tease your body.
 :: Sewers Slime 3 [nobr]
 
 <<effects>><<set $location to "sewers">><<set $outside to 0>>
-It starts between your fingers and toes, the goo vibrating slightly as the slick stuff forces itself between your clenched digits. Next comes a gentle suckling of your underarms and the back of your knees. Then your nipples experience tingles as the slime pinches them softly, causing you to let out a low moan of appreciation.
+It starts between your fingers and toes, the goo vibrating as the slick stuff forces itself between your clenched digits. Next comes a gentle suckling of your underarms and the back of your knees. Your nipples experience tingles as the slime pinches them, causing you to let out a low moan.
 <br><br>
-Emboldened, the slime slides between you thighs, teasing your taint as your rear is parted and slime begins to lap at your hole. You groan, feeling your <<genitals 1>> react to the attention. This warmth spreads all across your skin, this creature playing with your body as you move through the darkness.
+Emboldened, the slime slides between your thighs, teasing your taint as your rear is parted and the slime begins to lap at your hole. You groan, feeling your <<genitals 1>> react to the attention. This warmth spreads all across your skin, this creature playing with your body as you move through the darkness.
 <br><br>
 Then the slime pressed up against your <<genitals>> seems to come alive, the goo
 <<if $worn.genitals.type.includes("hidden")>>
@@ -327,14 +327,14 @@ Then the slime pressed up against your <<genitals>> seems to come alive, the goo
 <<else>>
 	<<if $penisexist is 1>>
 		feeling as if it is stroking you from <<if $player.ballsExist>>your balls<<else>>the bottom<</if>> to the tip of your
-		boycock<<if $vaginaexist is 1>>, while aggressively rubbing up, down, and between your pussy lips<</if>>.
+		boycock<<if $vaginaexist is 1>>, while rubbing up, down, and between your pussy lips<</if>>.
 	<<elseif $vaginaexist is 1>>
-		vibrating right on top of your excited clit as is aggressively rubs up, down, and between your pussy lips.
+		vibrating right on top of your excited clit as it rubs up, down, and between your pussy lips.
 	<</if>>
 <</if>>
-You let out a cry of surprise as the sharp pleasurable feelings run up your spine. You struggle weakly, causing the creature to redouble it's attentions.
+You let out a cry of surprise as sharp pleasurable feelings run up your spine. You struggle weakly, causing the creature to redouble it's attentions.
 <br><br>
-Suddenly, you are in the middle of a lighted tunnel and you look down to see your nude body, engulfed almost entirely and being teased mercilessly, for the first time since being captured by the creature. It's too much. With a loud squeak, you cum. Hard.
+Your nude body is engulfed almost entirely, and being teased mercilessly. It's too much. With a loud squeak, you cum. Hard.
 <br><br>
 <<arousal 10000>><<orgasmpassage>>
 <br><br>
diff --git a/game/overworld-underground/loc-underground/main.twee b/game/overworld-underground/loc-underground/main.twee
index 61151d13c9..6b39dc473d 100644
--- a/game/overworld-underground/loc-underground/main.twee
+++ b/game/overworld-underground/loc-underground/main.twee
@@ -298,7 +298,7 @@ The stone gives way and you fall several feet into cold water.
 
 :: Underground Lake [nobr]
 
-<<set $outside to 0>><<set $location to "underground">><<effects>><<water>>
+<<set $outside to 0>><<set $location to "underground">><<water>><<effects>>
 <<set $stress -= 1000>>
 <<if $historytrait gte 4>>
 	You are pulled through the dark by a current. You've read about these tunnels, and should be able to influence where you end up.
diff --git a/game/special-dance/effects.twee b/game/special-dance/effects.twee
index 54843c6e34..9de3b4b813 100644
--- a/game/special-dance/effects.twee
+++ b/game/special-dance/effects.twee
@@ -981,7 +981,7 @@
 		<<set $rng to random(1, 100)>>
 		<<if $audienceexcitement gte 100>>
 			<<if $audiencearousal gte 100>>
-				"You're an angel <<girl>>. Have you come down for a rough fucking?"
+				"You're an angel, <<girl>>. Have you come down for a rough fucking?"
 			<<elseif $audiencearousal gte 80>>
 				"I want to fuck <<phim>> but don't want to interrupt <<pher>> dance."
 			<<elseif $audiencearousal gte 60>>
diff --git a/game/special-exhibition/main.twee b/game/special-exhibition/main.twee
index a4cfd2817b..4f6b977f11 100644
--- a/game/special-exhibition/main.twee
+++ b/game/special-exhibition/main.twee
@@ -1532,7 +1532,7 @@ You wait a moment, looking carefully from side to side, waiting for a gap in the
 		You take a deep breath, then run out from behind the tree and into the street. <<if $ex_flyover is undefined>><<exhibitionism5>><<set $ex_flyover to 1>><<else>><br><br><</if>>
 
 		You're halfway up the staircase <span class="red">when you hear a voice behind you.</span> "Nice view," <<he>> says. <<covered>> You look over your shoulder, and see a <<person>> leaning against the same tree you hid behind. <<He>> stomps on a cigarette as <<he>> walks closer, looking up at you.
-		<<gstress>><<stress 6>><<garousal>><<arousal 6>>
+		<<gstress>><<stress 6>><<garousal>><<arousal 600>>
 		<br><br>
 
 		<<skulduggeryuse>>
@@ -1551,7 +1551,7 @@ You wait a moment, looking carefully from side to side, waiting for a gap in the
 You take a deep breath, then run out from behind the tree and into the street. <<if $ex_flyover is undefined>><<exhibitionism5>><<set $ex_flyover to 1>><<else>><br><br><</if>>
 
 You're halfway up the staircase <span class="red">when you hear a voice behind you.</span> "Nice view," <<he>> says. <<covered>> You look over your shoulder, and see a <<person>> leaning against the same tree you hid behind. <<He>> stomps on a cigarette as <<he>> walks closer, looking up at you. <<He>> holds a phone, the camera pointed right at you.
-<<gstress>><<stress 6>><<garousal>><<arousal 6>>
+<<gstress>><<stress 6>><<garousal>><<arousal 600>>
 <br><br>
 
 <<link [[Next|Flyover Ex Naked Caught]]>><</link>>
@@ -1617,7 +1617,7 @@ You dart into an alley, then around another corner. You lean against the wall, p
 	<<garousal 6>>
 <<else>>
 	You wonder how many people the <<person>> will show. The thought makes you shiver.
-	<<garousal>><<arousal 6>>
+	<<garousal>><<arousal 600>>
 <</if>>
 <br><br>
 
@@ -1664,7 +1664,7 @@ You feel so exposed up here. You crouch. "No you don't," the <<person>> says. "W
 <br><br>
 
 The barrier at the sides is tall enough to cover your <<genitals>> from below. Maybe. It does nothing to stop anyone looking from the many tall buildings across the street. You wonder if you're being watched right now.
-<<garousal>><<arousal 6>>
+<<garousal>><<arousal 600>>
 <br><br>
 
 "Hey, look," <<he>> says when you're most of the way across. "A car." <<He>> grasps your arms from behind and pushes you toward the barrier. "Don't squirm. They can't see anything."
@@ -1675,7 +1675,7 @@ The barrier at the sides is tall enough to cover your <<genitals>> from below. M
 	<br><br>
 	<<if $breastsize gte 3>>
 		"You're right. We don't want people thinking you're a pervert. Here." <<He>> grasps your <<breasts>> with both hands, and squeezes. "Much better."
-		<<garousal>><<arousal 6>>
+		<<garousal>><<arousal 600>>
 		<br><br>
 	<<else>>
 		"Those little things?" <<he>> scoffs. "They aren't worth worrying about."
@@ -1706,7 +1706,7 @@ The <<person>> holds out <<his>> phone once at the base of the stairs on the oth
 <br><br>
 
 You dart into the relative safety of a nearby alley. You run around another corner, than lean against a wall, only now realising how fast your pulse races.
-<<garousal>><<arousal 6>>
+<<garousal>><<arousal 600>>
 <br><br>
 
 <<link [[Next|Industrial alleyways]]>><<endevent>><</link>>
@@ -1738,7 +1738,7 @@ You crawl across the flyover, hidden from view by the short barriers on either s
 <<elseif $rng gte 51>>
 	<<generate1>><<person1>>
 	You're halfway across when a car honks beneath you. <<covered>> Did they see you?
-	<<gstress>><<garousal>><<stress 6>><<arousal 6>>
+	<<gstress>><<garousal>><<stress 6>><<arousal 600>>
 	<<if random(1, 2) is 2>>
 		<<fameexhibitionism 1>>
 	<</if>>
@@ -1780,7 +1780,7 @@ You turn and run the way you came, hoping the barrier is tall enough to protect
 <<else>>
 	<<fameexhibitionism 2>>
 	You're almost there, when you <span class="red">trip</span> and fall to your knees, sticking your <<bottom>> in the hair. Between your legs you see the <<person1>><<person>> and <<person2>><<person>>, stood still and staring right at you.
-	<<gstress>><<garousal>><<stress 6>><<arousal 6>>
+	<<gstress>><<garousal>><<stress 6>><<arousal 600>>
 	<br><br>
 	You scramble the rest of the way, and dash down the stairs.
 	<br><br>
@@ -2945,7 +2945,7 @@ The stalls pass in a blur. <<covered>> You don't know how many people can see yo
 	A gaggle of students emerge from a cafe opposite. You recognise them from school. They're distracted by each other. For now.
 	<br><br>
 
-	<<link [[Keep running|Road Ex Keep]]>><<stress 6>><<arousal 6>><</link>><<gstress>><<garousal>>
+	<<link [[Keep running|Road Ex Keep]]>><<stress 6>><<arousal 600>><</link>><<gstress>><<garousal>>
 	<br>
 	<<set $skulduggerydifficulty to 300>>
 	<<link [[Hide|Road Ex Hide]]>><</link>><<skulduggerydifficulty>>
@@ -3013,7 +3013,7 @@ You slow down to make sure you feet fall between the rubbish. This works, but yo
 <</if>>
 <br><br>
 You make it to the other side and dart down the alley before the situation gets any worse. You round a corner and lean against a wall, your whole body shaking.
-<<gstress>><<stress 6>><<garousal>><<arousal 6>>
+<<gstress>><<stress 6>><<garousal>><<arousal 600>>
 <br><br>
 
 <<link [[Next|Commercial alleyways]]>><<endevent>><</link>>
@@ -3064,7 +3064,7 @@ You run around the back of the van to avoid the driver.
 <</if>>
 <br><br>
 You continue into the nearby alley before the situation gets any worse, only stopping once around the next corner. You lean against a wall, your whole body shaking.
-<<gstress>><<stress 6>><<garousal>><<arousal 6>>
+<<gstress>><<stress 6>><<garousal>><<arousal 600>>
 <br><br>
 
 <<link [[Next|Commercial alleyways]]>><<endevent>><</link>>
@@ -3309,7 +3309,7 @@ You turn and press your hands against the wall while spreading your legs and sti
 	<br><br>
 
 	<<He>> walks away, and the others grudgingly follow. You lean against a wall, your whole body shaking. You've no doubt they'll tell anyone who'll listen about this.
-	<<garousal>><<arousal 6>>
+	<<garousal>><<arousal 600>>
 	<br><br>
 
 	<<link [[Next|Commercial alleyways]]>><</link>>
@@ -3372,7 +3372,7 @@ You move your arms, exposing your <<lewdness>> to the leering students. They're
 <br><br>
 
 They return to Connudatus Street. You lean against a wall, your whole body shaking. They don't have photographic evidence, but that won't stop them telling everyone who'll listen.
-<<garousal>><<arousal 6>>
+<<garousal>><<arousal 600>>
 <br><br>
 
 <<link [[Next|Commercial alleyways]]>><<endevent>><</link>>
diff --git a/game/special-exhibition/night.twee b/game/special-exhibition/night.twee
index 2a14645219..705a05f9f3 100644
--- a/game/special-exhibition/night.twee
+++ b/game/special-exhibition/night.twee
@@ -9,7 +9,7 @@
 	A <<person>> reads a magazine at the counter. <<He>> doesn't look up as you enter.
 	<br><br>
 	You explore the aisles, looking for the sweets. You hear the doors open again as you find them. Someone else is in the shop.
-	<<garousal>><<arousal 6>>
+	<<garousal>><<arousal 600>>
 	<br><br>
 	You walk to the end of the aisle, and peek around the corner, unsure if you'll find the newcomer. You hear a thud behind you. A <<person2>><<person>> stands there, <<his>> shopping basket on the floor beside <<him>> and <<his>> mouth agape. <<covered>>
 	<br><br>
@@ -57,7 +57,7 @@
 	<br><br>
 
 	You explore the aisles, looking for the sweets. You hear the doors open again as you find them. Someone else is in the shop.
-	<<garousal>><<arousal 6>>
+	<<garousal>><<arousal 600>>
 	<br><br>
 
 	You walk to the end of the aisle, and peek around the corner, unsure if you'll find the newcomer. You hear a thud behind you. A <<person2>><<person>> stands there, <<his>> shopping basket on the floor beside <<him>> and <<his>> mouth agape. <<covered>>
diff --git a/game/special-masturbation/main.twee b/game/special-masturbation/main.twee
index d2d451020c..68d0daa52b 100644
--- a/game/special-masturbation/main.twee
+++ b/game/special-masturbation/main.twee
@@ -1107,7 +1107,7 @@ Still flushed from your play, you sprawl yourself across your desk. You fix a <<
 	<<endcombat>>
 <<elseif $enemyarousal gte $enemyarousalmax>>
 	<<ejaculation>>
-	You other students lie around your desk in a satisfied pile.
+	The other students lie around your desk in a satisfied pile.
 	<br><br>
 	<<clotheson>>
 	<<endcombat>>
diff --git a/game/special-templates/main.twee b/game/special-templates/main.twee
index 3773ce38d2..aac1462b53 100644
--- a/game/special-templates/main.twee
+++ b/game/special-templates/main.twee
@@ -1,12 +1,9 @@
 :: Test [nobr]
 <<set $location to "underground">><<set $outside to 1>><<effects>>
-<<endevent>>
 <<endcombat>>
 
-
-<<link [[Asylum Towels]]>><</link>>
-<br>
-
+[[Farmland]]<br>
+	
 :: Test2 [nobr]
 <<set $NPCName[$NPCNameList.indexOf("Kylar")].state to "active">>
 
@@ -444,12 +441,13 @@ Possible text describing your attempt.
 	<<beastwound>>
 	<<if $combatTrain.length gt 0>>
 		The <<beasttype>> recoils in pain and fear, but another is eager for a go.
-		<<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>>
+		
 		<<combatTrainAdvance>>
 		<br><br>
 		[[Next|Beast Gang]]
 	<<else>>
 		The <<beasttype>> recoils in pain and fear.
+		<<combatTrainAdvance>>
 		<br><br>
 		<<link [[Next|Beast Gang End]]>><<set $finish to 1>><</link>>
 	<</if>>
@@ -457,12 +455,13 @@ Possible text describing your attempt.
 	<<beastejaculation>>
 	<<if $combatTrain.length gt 0>>
 		Satisfied, the <<beasttype>> moves and another takes its turn.
-		<<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>>
+		
 		<<combatTrainAdvance>>
 		<br><br>
 		[[Next|Beast Gang]]
 	<<else>>
 		Satisfied, the <<beasttype>> moves away from you.
+		<<combatTrainAdvance>>
 		<br><br>
 		<<link [[Next|Beast Gang End]]>><<set $finish to 1>><</link>>
 	<</if>>
@@ -942,7 +941,7 @@ Text about failing the physique check.
 
 :: Reminder of how to give plants to the player outside planting [nobr]
 
-<<tending_harvest red_rose 50 3>>
+<<tending_harvest red_rose medium 3>>
 
 
 :: Machine [nobr]
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diff --git a/img/clothes/lower/scout/torn.png b/img/clothes/lower/scout/torn.png
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GIT binary patch
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diff --git a/img/clothes/lower/soccer/full.png b/img/clothes/lower/soccer/full.png
new file mode 100644
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GIT binary patch
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literal 0
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diff --git a/img/clothes/lower/soccer/tattered.png b/img/clothes/lower/soccer/tattered.png
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index 0000000000000000000000000000000000000000..3adbf6c398dbc39f3684f309e9f388cbbf7249e2
GIT binary patch
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literal 0
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diff --git a/img/clothes/lower/soccer/torn.png b/img/clothes/lower/soccer/torn.png
new file mode 100644
index 0000000000000000000000000000000000000000..61e5ea1d0c0df6cd6865cf16155704d03272dcef
GIT binary patch
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literal 0
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diff --git a/img/clothes/under_lower/jockstrap/acc.png b/img/clothes/under_lower/jockstrap/acc.png
new file mode 100644
index 0000000000000000000000000000000000000000..8c90565d5c0d847fc3cacace19517bb925ab4c99
GIT binary patch
literal 1108
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literal 0
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diff --git a/img/clothes/under_lower/jockstrap/frayed.png b/img/clothes/under_lower/jockstrap/frayed.png
new file mode 100644
index 0000000000000000000000000000000000000000..d0b5eb2b441ae7e8520f658ab65275d92956bbb4
GIT binary patch
literal 1086
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literal 0
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diff --git a/img/clothes/under_lower/jockstrap/full.png b/img/clothes/under_lower/jockstrap/full.png
new file mode 100644
index 0000000000000000000000000000000000000000..9afd725ff5384e2719f63440fafdd26485d0232c
GIT binary patch
literal 1080
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literal 0
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diff --git a/img/clothes/under_lower/jockstrap/tattered.png b/img/clothes/under_lower/jockstrap/tattered.png
new file mode 100644
index 0000000000000000000000000000000000000000..fa4db5f25c0415cdfac66d263bac2252f4acbfec
GIT binary patch
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literal 0
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diff --git a/img/clothes/under_lower/jockstrap/torn.png b/img/clothes/under_lower/jockstrap/torn.png
new file mode 100644
index 0000000000000000000000000000000000000000..8219d22c883cfcf909c096053b38ede3dd5d570c
GIT binary patch
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literal 0
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diff --git a/img/clothes/upper/sailor/0.png b/img/clothes/upper/sailor/0.png
index b71afe81c7f7058b0bc863213c70449c3403edd7..7cb4e8619302789e811ff3d971e6d1c1f0538d1a 100644
GIT binary patch
delta 248
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delta 228
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diff --git a/img/clothes/upper/sailor/1.png b/img/clothes/upper/sailor/1.png
index b71afe81c7f7058b0bc863213c70449c3403edd7..7cb4e8619302789e811ff3d971e6d1c1f0538d1a 100644
GIT binary patch
delta 248
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delta 228
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diff --git a/img/clothes/upper/sailor/2.png b/img/clothes/upper/sailor/2.png
index 5375b5cbd3f601f1570b1dbd8b9e2c0524357b24..830648da0b70a601a87d8f8e6ceaf7248fe1aeae 100644
GIT binary patch
delta 323
zcmey#(at#`!Cc7G#WAGf*4tZwU55-r+5+Eeaqa5b_1|_!7uPzaeJc738#TCci_V=^
zu+VS){n;{k$rL??12ImM4>B*9oX^ZR*_qLr$)9oZM<yj8S9J1rM&)|-^Bs2=?q4P{
zuaAMjfkA=6fZ@Q!_dCDWMSss{XK7fjz`(%Rz>si+vE$FbvkVQt%l~sQFefk^_`AEF
z@xTG*2mTEOb^WjUrk}Ge1IjQa0L|D@&vKxLx#0AAb7qFaZyXBG+Xp|M_qv{S&nnrC
z%uEc73>*wB4Czu0Nx3pbKXvyWWjJ6`e*d@Qp}*WfaRmke1__1-9pCr=dl6^<H^>mC
zfeqx4$%4%4lW#GVOg_qNIe7=8;^Y7p!O7<txh5ZGo(J`yj(B`EbL_iodT-2y4l@9O
Mr>mdKI;Vst01s(<`Tzg`

delta 315
zcmZqY{K+vP!IZ_*#WAGf*4tYLIS)Aqv;{8ja#*AE?S6BpM#RyIn|oVya$F2|y^lTO
ztk+oogGJfcpW#4+)5M3`lNA^RCoa*SoWRI6nTN52F@JI+V|2aZ_l~p9_UUcgl^GZW
z7&sVY7#_T+es?!N`~SNJh7V#a3<^MD3x<Zj$_xbz48PqO9xyQ6FN}R#@#@Y-pcqR7
zGXv9se}W9kat*~l>xvm3<iB$$)trCxM)8#Aul~uewtmFN!2mJk&n3nc(~eDeT|AkY
z;qaS%-`iXMaw|gREEo<5e&4?*bA9#ykRApH1_mYuMxfCR3=WeM8D%FIFmp}Zs04Jn
x_~i9WC5!@4LAl8<m`Wxt)r0y;TcTmQEn`*RH9dy?J|7r>z|+;wWt~$(699N}cLV?c

diff --git a/img/clothes/upper/sailor/3.png b/img/clothes/upper/sailor/3.png
index 091358e36f7fa9f38d727bb277e034e4f83819d4..bce6341ce62149e4306b425dced7d70c2f66e4f8 100644
GIT binary patch
delta 349
zcmdnVd5CjDg0-)wi(^Q|t+zK0avm}eX-G6~NMD#Peu4GQUB;3wF`M#+3QrbhewPrR
z-?ic!w~0Tr{b%xYjyc1DT`G)|FEU9^p1{mCxt>{K;<dF*f4C<HG8zDR?93btVA*=R
zJqIs;W;$<K`_+<#fq{vEv4NH0&t<!eXO&vl+kfq?%rW>66lCCFU||qr_|Pu*`Ol*}
zez_lJ*RwP*Y+!I;m{HGoph?_8>wCW#ko~zID5%2_@$S#^XHW9~2{LH&Fsx@-SbsgO
zul%6Q_1}F@f2r=c|A(95|Di+v43^JTqJc&L%|6g2?(o+xis8cC;+d~=KUAB%zxe0=
zEZZc0ki7~F0t{caFg*KI$yJvh&k9s^|Bw5tI185I7=E_m;@bRwtPD&CKu%`>l2#TB
oGWX`(-o-Doc_q_NM)A65d><|`*@_=dd&mF;p00i_>zopr06|ELk^lez

delta 329
zcmX@axs!83g0+jMi(^Q|t+zMMavpLJXb9ZSaK0&Bx`X$|Zq^J@&I&)q$Eo23iGePv
ztKY{S`BTAh=EG4DL2ZTy`&AexH!v$tc3_s6cx^3{4eP}D7K{y(&ofEY=ihtqvaZp6
zN&mfe1_lQP1%?d_4XSUOv*s<YsfpefzCHKsexNV|69Z!dD}&C3+<Eio++N97_qm@z
zfI*CbgW<D2PzM8$dw_|dYTo}T>!s!Y%=;-0lu0;v?y5|_RB_C@+s_{_Klb%mJVOPS
z{XaGVK~IJTpl*%^`#6T6r@u289m@ME*In=ZytXp`?Ej^=l)p7Vt#t6`PB=He{n*c6
z>m9fme$D<rZIgK0F`4P&%{#638UF`5DuEHCHi3~rb`JxO{<++n>~WhnG5ur|-}j7*
Xw~@&<*z89n0}yz+`njxgN@xNAnE-=i

diff --git a/img/clothes/upper/sailor/4.png b/img/clothes/upper/sailor/4.png
index 4590d9f40d77b2744caedf1df15cb0b7f02bb52a..a1d29b5083b9da21fce4a789dc90dbdc69409831 100644
GIT binary patch
delta 410
zcmV;L0cHNs3Ev5jU_xq1L_t(|+U?oFZNfkhKv8c2IU{j#4WyG4loJIdm5>^8Fb$-D
z&1DuPBdr7yNUZ(d#j-IRBF*p}O09JQ0JfzFk*_Y35CjdAbpx#e;IET`11*uh3ITwV
zaRVEF;LaPo{9oX;mWRF%0RVsiKmcF?0ME1!(mbEz`o5i~x3%lXIKJBl0ssL32mk~C
z769-BF7tfloSt*=ci00000Cg|K>*kT0)RCvfD-pF766!k^N#?q04xAl_xzVXPygm0
z0kFXU@Gn3Z-&dOBU7p{V*LL4)TtB7zcIF>{0kEAXfaS{1wE#c>n12Dl3Ku{-Un~F^
z&S%W^+<Cn>@4fS%IKIU3VEzRF0>A<Q0bu?G00S+6?>N47UjK;WYyrTq^WQV4FZ%41
z_C$W)!MqCq1b_el0e}Etzy&aMzThVd09N||aO?cGp9<SgiF@-e01yCx06+j>0RSKZ
z01%S_11^&x1elXh0~nFrbd$va8k0~1B9j&YTNjV^3vC4kJ+Y*(UjP6A07*qoM6N<$
Ef;XC{1poj5

delta 409
zcmcc5d4Y36f@8F&i(^Q|t+zK1W->X7G(4QkWWyb|jqP$L>(ePsTZGmgY`*QlC83|s
zRB4c)aHy~De(H^@XB9up+aHm&R+!;KT-W4A<_(iquqaG6U>0W)VED&9S&><DvOY84
zWPKKy`hS(p)9-Wdx%TPGa{&eh4h9wmF@_DxY9~Ca?EJmEY_44P_x+FlY~g2NU}6ve
zO6xEru+}~MdC)Sp=tKDpW+n#4gb$7kAO<&s!GEy)jGy{TuiS2~zy61tfu(_!LA%7W
zc+c6-(w}eL`!4wX{L9+t&;1M^cn^T|{;OwY$lt(l>+4yjhKF;K);&M>dT-_X*!tr;
zJB#!Gu`)10RIxHJ>o#Q1X+QV+xJ5cQL)+Z{^DJvGq(9%H{;9b7vmVf8OhAV-H86@F
zxbm}Mz79jhO?`&?x%a;XC;rwfOa~bRbv;NK0|O(-rwk4Z3=9+ZC^NE5E@T#-EWpS%
r*@2l07%&nOmpq%y$2?v9!OeG_OWAC1C+?I3DrN9=^>bP0l+XkKkL{o+

diff --git a/img/clothes/upper/sailor/5.png b/img/clothes/upper/sailor/5.png
index 4590d9f40d77b2744caedf1df15cb0b7f02bb52a..a1d29b5083b9da21fce4a789dc90dbdc69409831 100644
GIT binary patch
delta 410
zcmV;L0cHNs3Ev5jU_xq1L_t(|+U?oFZNfkhKv8c2IU{j#4WyG4loJIdm5>^8Fb$-D
z&1DuPBdr7yNUZ(d#j-IRBF*p}O09JQ0JfzFk*_Y35CjdAbpx#e;IET`11*uh3ITwV
zaRVEF;LaPo{9oX;mWRF%0RVsiKmcF?0ME1!(mbEz`o5i~x3%lXIKJBl0ssL32mk~C
z769-BF7tfloSt*=ci00000Cg|K>*kT0)RCvfD-pF766!k^N#?q04xAl_xzVXPygm0
z0kFXU@Gn3Z-&dOBU7p{V*LL4)TtB7zcIF>{0kEAXfaS{1wE#c>n12Dl3Ku{-Un~F^
z&S%W^+<Cn>@4fS%IKIU3VEzRF0>A<Q0bu?G00S+6?>N47UjK;WYyrTq^WQV4FZ%41
z_C$W)!MqCq1b_el0e}Etzy&aMzThVd09N||aO?cGp9<SgiF@-e01yCx06+j>0RSKZ
z01%S_11^&x1elXh0~nFrbd$va8k0~1B9j&YTNjV^3vC4kJ+Y*(UjP6A07*qoM6N<$
Ef;XC{1poj5

delta 409
zcmcc5d4Y36f@8F&i(^Q|t+zK1W->X7G(4QkWWyb|jqP$L>(ePsTZGmgY`*QlC83|s
zRB4c)aHy~De(H^@XB9up+aHm&R+!;KT-W4A<_(iquqaG6U>0W)VED&9S&><DvOY84
zWPKKy`hS(p)9-Wdx%TPGa{&eh4h9wmF@_DxY9~Ca?EJmEY_44P_x+FlY~g2NU}6ve
zO6xEru+}~MdC)Sp=tKDpW+n#4gb$7kAO<&s!GEy)jGy{TuiS2~zy61tfu(_!LA%7W
zc+c6-(w}eL`!4wX{L9+t&;1M^cn^T|{;OwY$lt(l>+4yjhKF;K);&M>dT-_X*!tr;
zJB#!Gu`)10RIxHJ>o#Q1X+QV+xJ5cQL)+Z{^DJvGq(9%H{;9b7vmVf8OhAV-H86@F
zxbm}Mz79jhO?`&?x%a;XC;rwfOa~bRbv;NK0|O(-rwk4Z3=9+ZC^NE5E@T#-EWpS%
r*@2l07%&nOmpq%y$2?v9!OeG_OWAC1C+?I3DrN9=^>bP0l+XkKkL{o+

diff --git a/img/clothes/upper/sailor/frayed.png b/img/clothes/upper/sailor/frayed.png
index 060dfdbd259550b3a125ccb0fd9e774f8a0ac992..ac3436d92cfc9ec2b23e35a53cf950d02e3e1488 100644
GIT binary patch
delta 590
zcmdnPb%<+1g2P!)7srr_TW{|KdTAR<v^`7_Wqz!6r+s&U?AJr<4x8@m;@i<xF}Z`q
zDJOe*r``Fp1zs;3mG7VLe$lD9l!4)o{=|i^nErE3-p4F6S%8s!@&-ofde0ogWdcqS
z!Cm*`>(8&Z4_nXtji2cNBf}ecMg@j6I|f%vmanhnf9^D~d#-EG&&PJdo{52-VM9F&
z12gYF(=Xm@pMGBL%!CkCmT8JEWH|6okimkX;jc1-#6d&(hIDp@H}`=;d=1PD-}3)+
zFt9&3?OZo6s#(8&{_Od6vK&C$fKotH8U)+^hwR-~(iWdB%k*E7<Hr8K+zc{c^UhQ-
zymBshwdeeHri1_9#xpzs+K>P=E6s}G>x1h0GN2;3=r?_a86O$0v@dvey%8uZ&j?Wr
z6#n7O{vd{r0ctLLJ;<X6I@l9_K0RNKYyt;^+m@%z0d2cuE&n_K`sDV0h69WRV2AK5
z_^x}PnBVd5zpD=pB0Tzmq2-w3jw$j?Oux6+1HA*%rOZ&k!0_80=vIbr{R|27AIg{g
zvXV_Mf!V~M3lx5k$NnJo`Tp;w_OeW%faL>w>s=v7)Tw~#_rEm{v%^f7T*$0Fc{fYe
z<bGyeMu*7@7*(M0C^+$6F=NBz1I$uT0TCdrFJ7?J|B2`=Tk|Pb?lS;^r>mdKI;Vst
E0E6W6?EnA(

delta 579
zcmX@awTEj$g5z;d7srr_TW{}N%zW%1(Ry*F7E6)nOXb)le7_H_Q#M`N#SwJ$N$Rl~
zjgH$yPcQy4M|`7FMdI||p9RgNgS{9TDs(3<c*RuDH93&cvYwHFfvKT)Mv{+Wi@`Dx
z{rmM#zvo}AKJd?x!GfXTuQCJ6foc2>fqagC|Eb%zAA4T&?D@Te48PqO9xyO`>t|T7
z_~7=oy7e1t>PkJ3MBAM|Xz(%IuxDamXV_5B!eDFhl=;I$pn13LnGP@(FdX>zR-W+z
z!<@ID>Ob!`{qbq%&zHv=5Bw8^+W8{!$NQ_l6CW~a{ApK6`2S6xp@0Eo`Ufud1KXJn
z{(Bn_wBCXt;Xen%wi1R{2hab##mMk`dp%<V^8=72`xz3t*%#QcnA-EPe9H%_Vm|<p
zKTvPQu)PRmJ<No94u&clhQspp`<NMkN`VdrDRpPKuvk;R#pq7v!w=195{*0a8Shnb
zyjm~MEB8hoXeG#>4Sf6#88S`PKiwUm?v(+1oDb|s8K8}V3~P-4{Pn8$UoIgFl=>|W
z@vAmN#VtmQHGh7~eZH)S2*C%E?F*Ljl)ihtF7*e<n_v?rF4SWdU|^bfKz8zeX1R$Q
zb$}G_<YY$G$pWk*la(2DCMU4)PJX~_J$VUps<_xM*1w^*Y|r1c{>}gdp00i_>zopr
E09Y*am;e9(

diff --git a/img/clothes/upper/sailor/full.png b/img/clothes/upper/sailor/full.png
index 3fce6485de9608367b16a72c913aacd10811bc15..9a586df445046ccd4f1015a7d0c4665ffc035566 100644
GIT binary patch
delta 573
zcmdnUwTo*)g5yz77srr_TW{}N^wf5gXnQzQODswBTcY^2i7_**)|}K5+R%0KY|jb)
z!;e<YmaLsO`{|Pw4!M2v#Sc#Q*5qXP5x;4&B8%+g02cYl!YtZAns4%DW~0dqnAs;!
zX0~S9$36K2vnY_ORL{Y{$iTqV;2Be_r@6F5L$$u{@7jI$Y})p-zmaEYU}m^s&(t8v
z?{JyVvF7hyyXohi@45E;;zEYs?hFqY7{2v0BrG`iy=~vsg|&4SDh+>?844Icat4PK
zf9UdoG&8U>Y^Y~pP`0?v{NW8l!{6KXOa~YX7!Le<E6@0Vp{BlK#d+`i4{wWKUtZ7L
zh@}6+{6nu#pZc))p5h1jCZM+c3<nq)-pDf^=wVloYdU@E_a6;`H~0UsGVlQ%33A6W
zW&!s7-_qF`5Tg12!EU!<nHbN`^m}_f&_54APT0@zKwq|DeG$+V^>5>W9<g9Z_|L)M
zX2WorzkVOkIG{!bcA$MApL}A>IJ~#6_{T{gcY8e}#0X^ui60D0dfOHD-S1~O_z%^P
zmBk#}KxQL}$^f~7Kx;rDbR+%8@wxxzp0l(D+N%3a9~xu@+nEb){d~Re%5rCrf1tjd
u$NnHr1{{KXK-H7`8TB_$X6|4VTP!X6@SN@Ly1zaQK;Y@>=d#Wzp$Pzw%J66a

delta 558
zcmdnRwUKK=g2Nt97srr_TW{}N>{N1;XuY^fL&}8fvjO+x3+%mzXY?FmTdWbk%7sg6
z<JE0Z=PNU>#mdZhxW9&Dv*A(^hKBz_tP>B&PBvf>pL~wFdh!7lOQsL8lOHncPCU<5
z@4&#pz#zbI#zj7vOR>e(>*K$#!F78hLhJc=)C(}MF%<mgV0dQ1;40bl>#KKN8T0$%
zGw0VXWcc3CaDai~ojjw1GrN7si)7tXzr&rGcGR;#wM0oY`5Q7k_$SC9!EoTOGDF5e
zMg9ZF7#e<;1I=Sj0E+FdXK7&EQ6Ks2dF6`-r++_N9?#B%FqOM~|GK#MaWV~u>N%L+
z-T%wYzymhz&tZli8UlCr{}u-t%nWkCfjMjo?0&e{n*rtT?gzR`0_f&<@eBsX8CSF~
zcy_%JYLx**{=sy%2a#+HFca#*e&}Ytu=nR*UWOg@-}M;`fL^#`&(tuDeSu8g|3?qm
zf!2T>(7*`t_JW6u9Lntr{(ZM&V)_35A1edf0id_s87@3xXlYcGI1TnA6U2|oK*K<C
z2@D{e39}C0_xn<8btD7qeMX>pchrCut>-<E_h|j@^Zw2t$ACnEf|~3PqIrN0f&}Qq
qkE)YDFmp}zXSCjYo!OUBY>BqH;yGK^te9E`An<hcb6Mw<&;$U&P~<TH

diff --git a/img/clothes/upper/sailor/tattered.png b/img/clothes/upper/sailor/tattered.png
index 85f98313457b545a8a7b917717f5fb00ca5c5c6e..ac33b46065f65ab6065070978e8a137ace07d0ff 100644
GIT binary patch
delta 476
zcmeys`IU1*f?b2Bi(^Q|t+#j2uFNtNX?wVY%W?Gv{@ok++^;42hAqrJ;(1L)Xp`f_
zH*Y`t?6JRRY;h<5qms<orBhfK{!G`Icu;EM0qKbc*e0hkmrM>|v1D#|&op@<vu%BX
z>O9NoQ-W?ypHypp;GZLd1w+H%W`-NT7&#U@U$C>k^Xl<YMaJLm3=bF>zV$OCEIN4n
zLUnUq@4Wr}>-T?{01`XE$nZv<@qj-6!R=ev4>2+z6nnET{C;TxGm;{nb)_4gx1P7Z
za@_sBz>(`~`|ImuIDonvm>F)^Gd0Y-^IGu+Z`=J>vP}6LOyBbVGcm9;Y^Y~pFz%TC
z&+qK~_iX?3z6d3J2vWGQ|1UR#3{Vzi^(;OI>mL{2%L0}D76<x(j{z)wt$?AA`~E58
z>-)byc1ZXSbZP-m3s}vXgL^AqpR3?3uz49>@y#ym3eefx>w(UA0Q9~x!;Fi|<?sLe
zrl|0d`!GAgKbQXtzj7>KIPgyp98Ag+=NnC)&uj$@&tgW#$^V&jCp$3nP3~X`0Mbg6
njhT%me_&>x{FqrnJnaipugD_X$~zbA8Gyjk)z4*}Q$iB}Jv-2{

delta 481
zcmey$`GIpnf_=58i(^Q|t+#g%_C9hDalN=oV}g&!6GyQl2fHjfP6j$i9bNWs*@RT@
zZ2>puY)-6V`?|>V{cEn3iqnIH7(T>rn)uLY@&snC$v%u$lVw<nnd-PEA7qx9{GM65
zo`Zprfq|)EZpHJMAg@df)!&&7f14Q!7#M!DGZuVd7I?<z`1{X?HT~u7EN|o)8<-hx
z*fTZsvB^8nmnzAA_tUxNe``C-hI$qTK8A$<91L}p9NR9*aj-KW6f4WNtenm!%YaZ+
z^<hQxUfr61JMH$>FXMBpx&Q0M^~MAL1Q{$C8vZIXyf_)be=zeYBgZ`fmN)nRu|kcm
z643t}JA42AR}2-J0uXVabH4R6B>1y0ko|M#Iv>N0{eQU`WEg<9gS1s!FidaFe>(H^
z{@<kv8|r_%1I>r3`IeA#Z<lc#Q;hX5v3bGr+OL2X-`>w~fU$r9<c=>HZ;zMP)pB_J
zIr!lq++7x5{<l;K$iO`^*^p6sass3H<YY#r$qJ0(6K|F<I!sn%)CLL)PJE(|6y*LA
b4RW;%%R&~}I?cAc&Hx0Su6{1-oD!M<x#7Z$

diff --git a/img/clothes/upper/sailor/torn.png b/img/clothes/upper/sailor/torn.png
index 7b8cc4d12c5602e78a761900f5361d9f1e5340f2..ea662a20cc1c91e7940ffc9ad7801c4b5e809a59 100644
GIT binary patch
delta 616
zcmcb`^^j{qg2Nk67srr_TW{|MdTAR<v^`7_Wqv&EPV4Ix;$^byPKHJlh<;Ri>8g;D
z*5wm4|M{{CzqgG1_s@Gf_G&I=VECgSIQb*<OQv|%i3`o^SsEA^7#I(z<QXm#aEb`-
z+9#FpUx7h};lMvf2AkiE8n2uK{{2(0-(wQ@+}J)&MrcDl3j-fR!ha41HmMrPs#=D=
zsMD{_`8Yu$AYFnCb1FIhbulx1>t{H?$nZv<@c_rVpA35}fqH;K1wcg`>VLa4STL09
z|NOYS-t@<(T|X~wXKwtf43uO5${0*qU&Ar&+=uM7&JWm|8vfqi4>#ykbp86P^Y!PR
zf4!GAqC#8X&HaC@415h>%Mz9`2k`Ivz7fdD|Ift04z&FD_IkzxJ?snYSWNHpu>gfR
z5W;8JA6$$VepSx^wV(j(_MQrcKEC~5YuFi3jApC8|7-XETjyVW2D@Gy==uhrdnFuS
zPj8sA{X<?fzr)u*S05Y%`W`BC;9@+RP?;P{K4TM-2Trgb;Adh4I*X-&`2omgdv~S>
zl5O=b|JzSJxQzY3EzDkU0Q*@pyr27gsm+ZYA9WAh`)vPdu`^PrO13Wu<NvbjBg2&Q
zw}0)L+`w!GiBTq&hRFqt;*%FJDo(z@%rZHRrDWn(wTTA=Sp*pNaZO&xV#&xj*^p6Y
h@&-mhiH5m#jNiiDe0r)YuK?2lgQu&X%Q~loCIBZz0?7aX

delta 655
zcmaFJb&G34g2Pi!7srr_TW{~4%}h3wXbW7)b=cSYrBdk)?%jP?rf4M<h@Nu$<fQN}
z{?ODp#b#>8o@_RI<oVl<7%mlIX!x(nHQA6+c5(xY+{DjH6E}!Y+^jkAgTUlw7NyA!
zEE3F&4<aWQvY6B>FfceUa4;|kFz`H*OXgB+(OmlCCc|%b#s>@x-}spxT;+ENlyCa<
zz5mb0l^<*EK0m&x$oSix0VLbcuwe1Q=?ky3C#+ss^Z%G4;~RO#24;pE_Dl`R{0HL;
z84mmtWUydp_^ZtD;-Id413x>%oBKc^KA@s+`Tsc>*dM&C*R`+P&KAEfzwXOphXkOQ
z3|QBfC))B&m(MW={Ag83`2S6xp@4w_XzPXMPnYgje|^5clwpqu2ha>A2KEDtAQ^*8
zj4Rmfzi$Ma3>Dp8&v>ANeSsZ|sXZSH#6pl_knjoig!i{wtQZpNA%@E^Y^Y~pu$60A
zdpN&#AF?4pqnozs|FymUZSyZHum@Nf_!vMgt-4SpJmHhjz1o+IE9~lxDnKScWUMxP
zJ?n7jRPzH>hYj_=#bIIali`Oe$T$5!-+(LxI(v`bp%3Rj|MySbkokQ7b6`;2-p>GZ
zBQPKjB(gs+`dq2WZ>CqnS@7=j`kxmSK^}z!{DThXfYt0((G?7*uIv8Y2MS_v2u)^W
z(PrUbIL|cMkX2%`10x?W{sozs940risDPq<;+?fjxFos66PC*JFLU#GbWnH(0}yz+
L`njxgN@xNAnrsP|

diff --git a/img/clothes/upper/sailorshort/0.png b/img/clothes/upper/sailorshort/0.png
index b71afe81c7f7058b0bc863213c70449c3403edd7..7cb4e8619302789e811ff3d971e6d1c1f0538d1a 100644
GIT binary patch
delta 248
zcmaFO@tI>ng2g{i7srr_TW@b4>^zhp(DrbqR?Ce^u@UXduOwEkOx~kn$#deptHHBM
zy+`XR1ok~l72mvyiNRvJ$Yeogi;WkA80*W5(_CHd*w_3mt&O?&r|#Ch^4gk^rT&uV
zHvT_*`5!9-(*Z^X#s-E5?Ctg0_WOC-?(6a~+}QtDnL&nuo#D-Wpo;nuhF^*je>pGg
zXFBljZ9KyR1`CFS{~Qc`K=B9e=Vci-)c+O-ih=cUGxSvemA|Nw6#!}$WMJoOU}pH1
v|9`R~v&Liv7T(DUj4YdHGVNv*uer$mXh)si_k9u#3_#%N>gTe~DWM4fA_{5E

delta 228
zcmey&@tR{og2gva7srr_TW@b4TzM!!pzY#Jt(F^;Vk6pDUzzx6P4b;PDTR)cd=(zf
z+bsC?qu3$)8ilk_RtAG<B9jj?mrdqlyi#vgoaXAXhyUN-&9-&__t>xfzumTO)urV;
z$#3en-q_FJz+l0kz#za7Q}AQ`yRYrc4Bztqb1<+UU}X5cy`H6kx!?!G4=si__y4gn
z@HGHs`xzeiu`iJSbFY{kNi_dIQ-if!!#{y9e`ExJiUlExfx??JnLaa$&w0WA`$wJL
THm({C1|aZs^>bP0l+XkKar$OR

diff --git a/img/clothes/upper/sailorshort/1.png b/img/clothes/upper/sailorshort/1.png
index b71afe81c7f7058b0bc863213c70449c3403edd7..7cb4e8619302789e811ff3d971e6d1c1f0538d1a 100644
GIT binary patch
delta 248
zcmaFO@tI>ng2g{i7srr_TW@b4>^zhp(DrbqR?Ce^u@UXduOwEkOx~kn$#deptHHBM
zy+`XR1ok~l72mvyiNRvJ$Yeogi;WkA80*W5(_CHd*w_3mt&O?&r|#Ch^4gk^rT&uV
zHvT_*`5!9-(*Z^X#s-E5?Ctg0_WOC-?(6a~+}QtDnL&nuo#D-Wpo;nuhF^*je>pGg
zXFBljZ9KyR1`CFS{~Qc`K=B9e=Vci-)c+O-ih=cUGxSvemA|Nw6#!}$WMJoOU}pH1
v|9`R~v&Liv7T(DUj4YdHGVNv*uer$mXh)si_k9u#3_#%N>gTe~DWM4fA_{5E

delta 228
zcmey&@tR{og2gva7srr_TW@b4TzM!!pzY#Jt(F^;Vk6pDUzzx6P4b;PDTR)cd=(zf
z+bsC?qu3$)8ilk_RtAG<B9jj?mrdqlyi#vgoaXAXhyUN-&9-&__t>xfzumTO)urV;
z$#3en-q_FJz+l0kz#za7Q}AQ`yRYrc4Bztqb1<+UU}X5cy`H6kx!?!G4=si__y4gn
z@HGHs`xzeiu`iJSbFY{kNi_dIQ-if!!#{y9e`ExJiUlExfx??JnLaa$&w0WA`$wJL
THm({C1|aZs^>bP0l+XkKar$OR

diff --git a/img/clothes/upper/sailorshort/2.png b/img/clothes/upper/sailorshort/2.png
index f5e063c80a669924f6fe36e2e8ef52c1b400abdd..3fdc8c1e78a68a1db0f21c2e5c0f92b370cffa93 100644
GIT binary patch
delta 349
zcmV-j0iynw38e{;U@<UBL_t(|+U?m<YQjJihEeY-1YJek{~laL1Xpo=nL!v5$is+}
z<eZmMXnnB#FJIG<knjR`0h6HuER!$+3jzTkk>MbJ@FTB?#Y2C~4DXHr06+jB0B`_+
z(f7P{ziaz<2Lyn3K>z>(00F=e4?vW!pB(_OfBQ!OH~<a+*uVV?01kWrJOYIMdp0}1
zZrri`BLD<|0{{ZR{t*CYJOKCd`Ro9|VeUZnC?9iW&+Weg-pw6x2Lu2D01yBO0QPhM
zs%d3R$o2cK4gj2H_gnvvuzvx7000C40)W9}8F1GFFnxay8~_-6|Lq;`_?q@F01yDc
z4gw%LzpniY0EYd6Ej$9u4v+2X>!wG500IC3k<m1h@B@&OjsqJ5AOHlDe*-v^Uj!kO
vjsqK$^8+>kAd%rKlOO>Qlg$Dj7yjb|;fl&GR9JR<00000NkvXXu0mjfws42;

delta 308
zcmV-40n7fS36}|wU@#&{L_t(|+U?juio!q;hEeMj0X;>${~bJqf~P1q-3UzrS+t~M
z-rEeb&_%|-_{Ncu@BycjkOMT4&;<bylTiU6fB2DC#Nwg9W`?ID000mG2ml-aVDvq2
z-S67|-2nmMDF^^S03ZNx008?(0N?-s_KyI-0RZ;#Xm&hp+_C*500e*o00O}N5dddA
z0Jrk{(*c0LxdYX`{LGa-M|oY{|GT*(?tlP5000620l<+CKsB!nxxQ|40N^yc-};Y)
zKm7{;1OOla5C9A&%YeHcfcg75Z~$QN{kM0#<9ph_06+i$2MB=Z{J!=t02uZUw(u2T
zcKF(^zHj;p5I_JRk)Ps|umUTSzycAIMgcmL+yajmz&<|yD#|VjvnOf*0000<MNUMn
GLSTYUMS-gT

diff --git a/img/clothes/upper/sailorshort/3.png b/img/clothes/upper/sailorshort/3.png
index 6231064790c53ed7c49adb1eb99b541dfaeea82a..cb1ee071047eb9f4278934d42d6a9eafb8c769df 100644
GIT binary patch
delta 420
zcmX@Zd7X1Yf^Cwgi(^Q|t+zK0<{okoa0pz+aBiZ-^2Pv%OV+Ftw0xLF40gUzOIjMZ
zs6!*}^F7v^67mklH63T}Ff#P3vP{0nWH>p2nQO8&bID{MMk_|W$rBlMCtqOXVpd>a
znQX`?S-;~mTmNm=d6M<NtXLQrm>3uvSQ*x2%JY1#$$ZZLx1!?a!9Uy#EDQ<^0t^uh
z2e@j_edd4u&4_LPPj?0m2B1vCPjQBv3PzXRbsHHD{Fz<P(!iR)c%baLy^@jf;Xld@
zauy7KSUEmd%Rl?Ea>nDjyBp`)i(j8z&-ftrMg@b5OTFIxm}JHV1_y=>4_Pnti*qw9
zE6yt3t3Pl3v%OYw-#ctU7K5Y>E;H@ec6|GzpT&jum>Mdd?Z5Q>khkISzwHN0E&k{H
zV`X4E0CGG-!XefVzrI$6HP3l#C&qAQ`K<ptF8@8VA7}!|a|f#IHYhQCnjU}W@!uc@
zpbr>XCI>PrPkz882n{34$%V{zz_7BM9M2Lqc>$yJ<X~nw@gMT?G2cGuIeEA*VgLe9
LS3j3^P6<r_GsL9F

delta 435
zcmcc4d4_XBf^E2`i(^Q|t+&??<{okoaJcBhXsP^j4%>o;CErCJgfQ|39C)(Hd&*R|
zP9>#1AMUZ<l#uU9`{9yi$H>sH$}-uIQF0Qa;A96zu1SpSlX;ofGJO!4xX_Z3X|f@U
zWPMC!^YQPj^CbWOvSeXkU}9iwU}eb3l;`<ell6RholQ-S;eVhY0|x^OgBZgG$LW>-
zp5B>v?1A}z4hF^q#s&rhpfop-<Y3TYNO<<MzvIjq5C<rC;D}wD<vr2jJL|2te9kW1
z`%|1@-l4hd4lYkVwrA@w2msA|S5eRS<?&)xhRc=t#eZY=#GkD$wRtC4?ZBYG0CWjM
z!ZOx^y!H7<e`gooV``{;w*S)iL;Get{&)O=&769$!$3}OU@&;dRPpzh-D<~kW%Aq%
z&w|g^$Goh277sJUIzB>>;pcJrcOUCC8Gs&P0vgT$v>vE)@@z(BV9>BnHf9t@38fN7
xj)@-?AfeVec`2hLgb4~qmdTkca^iQ6saH<>p!fasGN4%u44$rjF6*2UngDj3p+x`y

diff --git a/img/clothes/upper/sailorshort/4.png b/img/clothes/upper/sailorshort/4.png
index 60fe5ca6b6674d4f4022a354002506d3e39b8aa1..0e91ce6301f0f7fdbaa426083933b123169df8c6 100644
GIT binary patch
delta 421
zcmcc0`G9jmf@8L)i(^Q|t+zKe`W_AtXh_Usc;#U-PjMy-+oB`|BhML%uA3N`ZDtt@
zsoSb@2-JQ2ZaPiYn)PCAozU8?)(i=;P7^<>Oxz$bxsKUtvOY^OQ$6csL1yF04U8;|
zER#PnOV{t;bMWzNrhMIhUo2S|7?>Cs8(0~1GUcaK+CBf;{&SCwS$zG;$D3;v7z7v^
z7#tW97#X-fSe_3*_i`s&eY-74m`$Fg0m#_V$|_L#|0EN`=lp+y3}QfIwp;%X{P)@X
zKSzToTf=;Y#G3rnKJ(JL;<)F(%PRi{yt_T4o~6ElVFS?E8TE_@xWo?B)NNu&u=qXa
z^~%px`S+@yzpvbL{_(Xx+zc#0<CqQr8EjDu$8GFN<Lb{oPGLN-;q!gtsrtWO1$=X<
z&C9+ARO0}4rNITJiann`-*Jy%Fqr4fEN5S1|5+dEgAH@|-#9UB$**g?{ym$C1!%d#
z<cCaJlRq$VO?F`}0fv$#FksG3E@0-HT)@aX*^g09;=unO40fOX=t;Zxbuj>er>mdK
II;Vst0A*XF<NyEw

delta 423
zcmaFBd6jcQf@6ZGi(^Q|t+&?><{okoaJZPmXsP`4k(7t(LIpn&5v@ik3kPPA4Kc?i
zN@TVwJ5(I47C(LL8>7i#{jJyd86NBvVVt~>Sz+=&Ch^Gzj4YG=8LcO)GHXp<&&WG@
z6^q<t17>L!1%?{#$$^ZPj3A|w^>TX-p8m?Teyhz_OBMzOCI-d^R)#Z~@=Gf1j(%PL
z(Z<#+?*5U&TzL)#76t_d0fq>M13Z7uem-Jp`}9Hn26h$(rUMU}89)p%hJ=5DKzRr8
z&+(7;JwEb%Ry|__!v=<gwr`nz;+1vDamRn}d;Cl9?skL!91M&JKuLrDO!W=s5e$!i
zUSw)`my^7%{n+!hmHBh$KmH+keCbbd1`Y;p29^dOqht#MUtx@?-T&Ul35*WgKi@Z6
zV*e{=`Zt%lyv%#73``CT4Gazp7cMgWnE9hR&wC@o0{iW3d+z+S`>YRiG)T^1zWf_E
zhAZ{|8lQg;Wd!>LXgtGYHD*m<@UTsMY&@Btxr)(Y;=-4}Ad?Y)V5%2A>5txu=PphR
OK;Y@>=d#Wzp$Py?C!_rU

diff --git a/img/clothes/upper/sailorshort/5.png b/img/clothes/upper/sailorshort/5.png
index 60fe5ca6b6674d4f4022a354002506d3e39b8aa1..0e91ce6301f0f7fdbaa426083933b123169df8c6 100644
GIT binary patch
delta 421
zcmcc0`G9jmf@8L)i(^Q|t+zKe`W_AtXh_Usc;#U-PjMy-+oB`|BhML%uA3N`ZDtt@
zsoSb@2-JQ2ZaPiYn)PCAozU8?)(i=;P7^<>Oxz$bxsKUtvOY^OQ$6csL1yF04U8;|
zER#PnOV{t;bMWzNrhMIhUo2S|7?>Cs8(0~1GUcaK+CBf;{&SCwS$zG;$D3;v7z7v^
z7#tW97#X-fSe_3*_i`s&eY-74m`$Fg0m#_V$|_L#|0EN`=lp+y3}QfIwp;%X{P)@X
zKSzToTf=;Y#G3rnKJ(JL;<)F(%PRi{yt_T4o~6ElVFS?E8TE_@xWo?B)NNu&u=qXa
z^~%px`S+@yzpvbL{_(Xx+zc#0<CqQr8EjDu$8GFN<Lb{oPGLN-;q!gtsrtWO1$=X<
z&C9+ARO0}4rNITJiann`-*Jy%Fqr4fEN5S1|5+dEgAH@|-#9UB$**g?{ym$C1!%d#
z<cCaJlRq$VO?F`}0fv$#FksG3E@0-HT)@aX*^g09;=unO40fOX=t;Zxbuj>er>mdK
II;Vst0A*XF<NyEw

delta 423
zcmaFBd6jcQf@6ZGi(^Q|t+&?><{okoaJZPmXsP`4k(7t(LIpn&5v@ik3kPPA4Kc?i
zN@TVwJ5(I47C(LL8>7i#{jJyd86NBvVVt~>Sz+=&Ch^Gzj4YG=8LcO)GHXp<&&WG@
z6^q<t17>L!1%?{#$$^ZPj3A|w^>TX-p8m?Teyhz_OBMzOCI-d^R)#Z~@=Gf1j(%PL
z(Z<#+?*5U&TzL)#76t_d0fq>M13Z7uem-Jp`}9Hn26h$(rUMU}89)p%hJ=5DKzRr8
z&+(7;JwEb%Ry|__!v=<gwr`nz;+1vDamRn}d;Cl9?skL!91M&JKuLrDO!W=s5e$!i
zUSw)`my^7%{n+!hmHBh$KmH+keCbbd1`Y;p29^dOqht#MUtx@?-T&Ul35*WgKi@Z6
zV*e{=`Zt%lyv%#73``CT4Gazp7cMgWnE9hR&wC@o0{iW3d+z+S`>YRiG)T^1zWf_E
zhAZ{|8lQg;Wd!>LXgtGYHD*m<@UTsMY&@Btxr)(Y;=-4}Ad?Y)V5%2A>5txu=PphR
OK;Y@>=d#Wzp$Py?C!_rU

diff --git a/img/clothes/upper/sailorshort/frayed.png b/img/clothes/upper/sailorshort/frayed.png
index 11fe5905ac582de55a50d7096fa91e6e9b2e26ce..c6558948ab16e6c8382ac3c2f1bcc619a744b533 100644
GIT binary patch
delta 491
zcmaFC`JQt^f<u+3i(^Q|t+#hBu2eFVXnVMX%W?Gv{@ok+_7=R_ptd?-Ls!M*3PB!Y
zj%H4~^Jh04j}?#EH-CC-agvuN1H*q+u8AA9CJQjPP8MUdWO@)hc_Fjz<N#)#dJYB#
z0S2B&g2`NpExBGFFTdXY=hwcERtf((80I%IGu*IeYM9995Xk5F_iK7xp49u|v*#x}
zGk)u5IKas8MxN2Zy*Z!vZ}ja?|E?-B0{IOPEpmJZqhuI1)Uz<~F@TJ!GI+{dP{MHF
z-&=Xc2MiWKF`x+r4EM_Fe^%!6?%R`J_p3|+Nx8(og};8KrTy4?P4NS>BT!pB!vh8e
zpq_*y%mMOEzt6n?9N!2uL?37f#2#hYhN=(6`^!LffE0u6&}WeN$Z(~7!L!?q$W{Y|
zA2Q4d`}ciTk{Q@hFw-AAXMeEg)BWO;{_G&nAv_b5dcynvoQKVSm4OyA{C1zL$f7cd
zk#BM^i}u6=e3OM)j3zO%vjBsPX|f`t?&SZ>T#QVU1sTgHhp=d2Di9UFuvC2OmMGgP
Svyx;OfWXt$&t;ucLK6Uuw8ujL

delta 458
zcmaFQ`GRvof<v*Vi(^Q|t+#g$b}Bhav^`v<A!Wk#*?{};g=X1yL&?^rz$w$U_*;8>
zFGaZ8pI>@&V&TDuzbhkW^lC0;U|8cVGI=4R!o>B`lSLRyCX2FIG96exxsX|FvI8T3
zy#ND)0>g_Vw#P)AIA%|IwEOz{pI`4DdEM|=nW2V@k0Ied2Sb$=gR3RW*X!~>Eq(T!
zSGDiwW4&R|#K6w5p`L|-m$xqK#r<1TzOU!w1SytbIPg!9VM_tWv_}jeLkbuee!DYV
zXfl*<Xl7>kmJd|Iet?nT_x5_02Idc&>d&6PedWRF-_MrEvoiq|K44(@*3Yn@_2K)~
z>-p{F8V=QSFab5eY|FM__@^oG=Keoc2EGQMaX_WZnFIL$U7jxsbj@#Z1`7s0h8z3;
zax+xfFnm>9@v~F`DC~|TY{786wLUJn2dYdD;@&@h8Rm%nt3LPhC9<OrDb85UQ~B<@
zq#ew^lLHxzCf+V#`k*=aKa<wPbNq}f6E|v2JRmr6(ORJ3#QkF8zEw=;zC_uI8Si_=
O00f?{elF{r5}E+|8N6!%

diff --git a/img/clothes/upper/sailorshort/full.png b/img/clothes/upper/sailorshort/full.png
index 0a5c3c58c8f2da9d666dd81ce58c0981b93c59e0..f067ac3c9dc771ecd48055ea73276ba75d0df007 100644
GIT binary patch
delta 496
zcmcc5`J8h?f<uv~i(^Q|t+#g$c4|3_v|U`K!P0xk=FB0Bl7)p5lLIv*Tz9S%+Ihi*
zV{K@~xn+{+9}Y_YJAM3skKR%hh6npo7$-9_i%p)-s5m)+k!A96=90;#%nFk?FbV+q
z>?{flfAl9$U^D=6>J=DR7#KJh*b2|@Tr%a-t|@>1{o1<kUe4j?jKA3#A22X{>t{$f
z!hB(ivp{_PmFHQHYW2QW7HAy!C&*yI(C}B8;YG%WVCVl=cI~aVPyz7^7#M!LGh8^V
z7}3QH(tLoC;f*|_1OK_N3~yu^Hq-+pEg1M1ZtMrDm1&q>?^}Cs8QcAP+wJ~Z3EZ$}
zVqgcVVPUZ4sTYrnKg(l3%ZlZn0tZkvH-iiV$kv_;hDVA!&eqJ8XKng>dq2?p0*H7C
z!=ne!?aF|hxA6=QfR-fu|EA9%@sZ((v%t?%1!SAK8Qd%w+FSR>Kc8a=c9S^NGe3SZ
zTIl_GKj+nDMvyNc-hVKi{Xw)0*jao)LnmKkHe|#bz!Ps-GjdEeWLANN_{3X*;w4Wx
Y|6lg9m7SV5lK}`kUHx3vIVCg!0Bj+~_5c6?

delta 473
zcmaFPd7pDaf_;{!i(^Q|t+#hBW->WSv|gO4CANj@_Xh6Q7udJ+WpCnQT`dux=E5fC
z7+KzC`#iOik(u-RbL9y~rUWrCTvO$mypU00az8Ws#PuSR>sbOPKVVjzyqH;MG9NP^
zGvkBZ6Bn4*H!uh=Feos*IAVKD#EE0}lt;f`U;k6JakU-)4SNm-c7_f0EDW}C4U1%&
zetmVX;}d>geDeHaXU1>+3<nq)-pDgLI5*Fi`nBEc>EG4POgHSApjvcgns!<+B>d-K
zkYPCRPmp0t!Ws4l4;UK$-nM5tz*qnjdn?cQfMHL4&gai&rawOI`}y*GBS@hIP>nJ}
zM&gg(uf9G!&K&TgT_NHBH+_Zz28Q463>(^*AA~nT1!N$OlWnN_FyF2WWMn+U1E2w5
z=@%avuCy<B1~L?E6HNFagG~Cr%3eb&h%zmxxjz^!&i*Mq_wyy#dZ^$N#vkJBAWt?h
zGu*JByns;=5}52vOb(M5GV6iDadHZ?(Zu!alU114GBQp6&!jMMz4YX1%z@&*l}wUK
VUbZm|Gus$|z|+;wWt~$(699iO!0-S7

diff --git a/img/clothes/upper/sailorshort/tattered.png b/img/clothes/upper/sailorshort/tattered.png
index 9cc6c898d20f2ba36ff5239be5f0998f7aa0fded..c09e537977af0c63b9135a2f5c1f555c64c07ba6 100644
GIT binary patch
delta 447
zcmaFJ`G9jm0)Muri(^Q|t+#j2<}w+IxJ}HL;lHnR@q0<DhfuH=Bf}5<z{!D(h7<R5
zPZnV`op^y|@+YPeru(cDKgv(GXXKiAfxX^=fq{XEfq|s~NHZQ#d1tsxz$qfAYoBz&
ze+32^h6Dc`8Q%P55ZUV-P+wDcwqLxR<&8XJ12e-7d!~j)w)nPxE15S;`JVsBs^PCP
zLjeQBZ+C_dXPrNoJUN#5Vx|3gMv%Y*28M6_3<)gRa<6`#efXV^Dd9f{*la<D`kp1`
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delta 473
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diff --git a/img/clothes/upper/sailorshort/torn.png b/img/clothes/upper/sailorshort/torn.png
index 51f1cc22607b7d067146bbe5d383c019358abdc2..d137cbd16472303792c853f5ed87822b634132b6 100644
GIT binary patch
delta 502
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delta 456
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diff --git a/img/clothes/upper/scout/acc.png b/img/clothes/upper/scout/acc.png
new file mode 100644
index 0000000000000000000000000000000000000000..82b81ec5d26d160f206abcdb514f2f34e6a0b3c6
GIT binary patch
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literal 0
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diff --git a/img/clothes/upper/scout/frayed.png b/img/clothes/upper/scout/frayed.png
new file mode 100644
index 0000000000000000000000000000000000000000..402fec4102da1705f2cd6194001af09be02d16bc
GIT binary patch
literal 1376
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literal 0
HcmV?d00001

diff --git a/img/clothes/upper/scout/full.png b/img/clothes/upper/scout/full.png
new file mode 100644
index 0000000000000000000000000000000000000000..1b5ad87f7c506eb269da0868f1249765a5fa1a6f
GIT binary patch
literal 1367
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literal 0
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diff --git a/img/clothes/upper/scout/left.png b/img/clothes/upper/scout/left.png
new file mode 100644
index 0000000000000000000000000000000000000000..f025fd8a9ab50ce55c4e42847d06ab9b811d5199
GIT binary patch
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literal 0
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diff --git a/img/clothes/upper/scout/left_cover.png b/img/clothes/upper/scout/left_cover.png
new file mode 100644
index 0000000000000000000000000000000000000000..842bcf299053d2073843ddea4b20d5c792d8cda4
GIT binary patch
literal 1077
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literal 0
HcmV?d00001

diff --git a/img/clothes/upper/scout/right.png b/img/clothes/upper/scout/right.png
new file mode 100644
index 0000000000000000000000000000000000000000..703557e9d8a8a28d00173a8b083f20e99672b6cb
GIT binary patch
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literal 0
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diff --git a/img/clothes/upper/scout/right_cover.png b/img/clothes/upper/scout/right_cover.png
new file mode 100644
index 0000000000000000000000000000000000000000..d968cdef757ba7c1b0d5530e8632b98a63292cf5
GIT binary patch
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literal 0
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diff --git a/img/clothes/upper/scout/tattered.png b/img/clothes/upper/scout/tattered.png
new file mode 100644
index 0000000000000000000000000000000000000000..edaf9684b61c40c8a5a5f0f8cb09760f09c0710b
GIT binary patch
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literal 0
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diff --git a/img/clothes/upper/scout/torn.png b/img/clothes/upper/scout/torn.png
new file mode 100644
index 0000000000000000000000000000000000000000..4269fb29503061bd6b25568dd482b7a8b394527c
GIT binary patch
literal 1391
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literal 0
HcmV?d00001

diff --git a/img/clothes/upper/soccer/acc.png b/img/clothes/upper/soccer/acc.png
new file mode 100644
index 0000000000000000000000000000000000000000..906e16f26904f2295f65674f082a90ba0cfdbb92
GIT binary patch
literal 1055
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GIT binary patch
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GIT binary patch
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GIT binary patch
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diff --git a/img/clothes/upper/soccer/left_cover.png b/img/clothes/upper/soccer/left_cover.png
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diff --git a/img/clothes/upper/soccer/right.png b/img/clothes/upper/soccer/right.png
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GIT binary patch
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diff --git a/img/clothes/upper/soccer/right_cover.png b/img/clothes/upper/soccer/right_cover.png
new file mode 100644
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diff --git a/img/clothes/upper/soccer/tattered.png b/img/clothes/upper/soccer/tattered.png
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GIT binary patch
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GIT binary patch
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diff --git a/img/misc/icon/clothes/Arm warmers.png b/img/misc/icon/clothes/Arm warmers.png
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diff --git a/img/misc/icon/clothes/Diving suit.png b/img/misc/icon/clothes/Diving suit.png
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diff --git a/img/misc/icon/clothes/Fingerless gloves.png b/img/misc/icon/clothes/Fingerless gloves.png
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GIT binary patch
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literal 0
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diff --git a/img/misc/icon/clothes/Flippers.png b/img/misc/icon/clothes/Flippers.png
new file mode 100644
index 0000000000000000000000000000000000000000..47e9d96adc0aaf6a53621e03f9131dea5b2d49b9
GIT binary patch
literal 2177
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literal 0
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diff --git a/img/misc/icon/clothes/Heeled boots.png b/img/misc/icon/clothes/Heeled boots.png
new file mode 100644
index 0000000000000000000000000000000000000000..f55d1e2d181b8330c9cff99585a5ee576e8c62c3
GIT binary patch
literal 1934
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literal 0
HcmV?d00001

diff --git a/img/misc/icon/clothes/Lace arm warmers.png b/img/misc/icon/clothes/Lace arm warmers.png
new file mode 100644
index 0000000000000000000000000000000000000000..c3cf45f1a8c45f72bfe018ae6745807a078a9fea
GIT binary patch
literal 2198
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literal 0
HcmV?d00001

diff --git a/img/misc/icon/clothes/Micro pleated skirt.png b/img/misc/icon/clothes/Micro pleated skirt.png
new file mode 100644
index 0000000000000000000000000000000000000000..498bf9af66d30f9d4842fce4977bd4f425ef86ac
GIT binary patch
literal 1902
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literal 0
HcmV?d00001

diff --git a/img/misc/icon/clothes/Mittens.png b/img/misc/icon/clothes/Mittens.png
new file mode 100644
index 0000000000000000000000000000000000000000..9b7e83eb884d1571b91a0cf868b363f0a069df91
GIT binary patch
literal 2144
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-- 
GitLab