diff --git a/game/03-JavaScript/time.js b/game/03-JavaScript/time.js
index 2ab77947e636e9786d9d3ae8f70a89e9a81ffedf..193cfd9439bec40725cd91091bef2bcba0c13321 100644
--- a/game/03-JavaScript/time.js
+++ b/game/03-JavaScript/time.js
@@ -237,9 +237,13 @@ const Time = (() => {
 		}
 	}
 	// Date of previous occurrence of a specific moon phase
+	// Example: Time.previousMoonPhase("full")
 	function previousMoonPhase(targetPhase) {
+		if (!(targetPhase in moonPhases)) {
+			throw new Error(`Invalid moon phase: ${targetPhase}`);
+		}
+
 		const date = new DateTime(currentDate.year, currentDate.month, currentDate.day, 0, 0);
-		date.setTime(0, 0);
 		do {
 			date.addDays(-1);
 			const currentPhase = currentMoonPhase(date);
@@ -250,7 +254,12 @@ const Time = (() => {
 	}
 
 	// Date of next occurrence of a specific moon phase
+	// Example: Time.nextMoonPhase("full")
 	function nextMoonPhase(targetPhase) {
+		if (!(targetPhase in moonPhases)) {
+			throw new Error(`Invalid moon phase: ${targetPhase}`);
+		}
+
 		const date = new DateTime(currentDate.year, currentDate.month, currentDate.day, 0, 0);
 		do {
 			date.addDays(1);
diff --git a/game/03-JavaScript/weather/01-setup/weather-descriptions.js b/game/03-JavaScript/weather/01-setup/weather-descriptions.js
index 13e4e67eda4c68d374c78ceec6e4eb3c26db8c56..86a3303c12ec09b9e667893b79acdaf900c68208 100644
--- a/game/03-JavaScript/weather/01-setup/weather-descriptions.js
+++ b/game/03-JavaScript/weather/01-setup/weather-descriptions.js
@@ -6,35 +6,40 @@ setup.WeatherDescriptions = {
 			day: "The sky is bright and sunny.",
 			dusk: "Deep orange colors the sky.",
 			night: "The stars shine brightly across the dark horizon.",
-			bloodMoon: "The night sky glows ominously red under the glowing moon."
+			bloodMoon: "The night sky glows ominously red under the glowing moon.",
+			transition: () => Weather.isOvercast ? "The remnants of clouds are clearing, revealing a vivid sky." : null,
 		},
 		lightClouds: {
 			dawn: "The sun's orange glow peeks through the clouds.",
 			day: "The sun shines brightly through the clouds.",
 			dusk: "Streaks of orange light covers the sky.",
 			night: "The stars can be seen between the clouds.",
-			bloodMoon: "Clouds drift across the eerie red glow of the moon."
+			bloodMoon: "Clouds drift across the eerie red glow of the moon.",
+			transition: () => Weather.isOvercast ? "The overcast is dispersing, making way for clearer skies." : null,
 		},
 		heavyClouds: {
-			dawn: "The cloudy sky is dyed orange by the rising sun.",
-			day: "The sky is overcast and gray.",
-			dusk: "The cloudy sky takes on an orange glow.",
-			night: "The stars can barely be seen through the thick clouds.",
-			bloodMoon: "The heavy clouds part occasionally, revealing the haunting red moon."
+			dawn: () => "The cloudy sky is dyed orange by the rising sun.",
+			day: () => "The sky is overcast and gray.",
+			dusk: () => "The cloudy sky takes on an orange glow.",
+			night: () => "The stars can barely be seen through the thick clouds.",
+			bloodMoon: () => "The sky is filled with a red glow.",
+			transition: () => !Weather.isOvercast ? "You see dark clouds forming overhead." : null,
 		},
 		lightPrecipitation: {
 			dawn: () => Weather.precipitation === "rain" ? "Gentle rain falls in the early light of dawn." : "Light snowflakes drift down in the early light.",
 			day: () => Weather.precipitation === "rain" ? "Light raindrops patter down." : "A gentle snowfall fills the sky.",
 			dusk: () => Weather.precipitation === "rain" ? "A soft drizzle accompanies the orange dusk." : "Fine snow mix with the orange twilight.",
 			night: () => Weather.precipitation === "rain" ? "A light rain falls through the night." : "Light snow fills the dark landscape.",
-			bloodMoon: () => Weather.precipitation === "rain" ? "The red moon casts a surreal glow on the light rain." : "The red glow of the moon illuminates falling snowflakes."
+			bloodMoon: () => Weather.precipitation === "rain" ? "The red moon casts a surreal glow on the light rain." : "The red glow of the moon illuminates falling snowflakes.",
+			transition: () => !Weather.isOvercast && !Weather.isFreezing ? "You notice rain clouds forming above." : !Weather.isOvercast ? "The clouds are getting heavy. It will snow soon." : null,
 		},
 		heavyPrecipitation: {
 			dawn: () => Weather.precipitation === "rain" ? "A heavy rainstorm starts the day." : "Thick snowflakes blanket the early morning.",
 			day: () => Weather.precipitation === "rain" ? "Rain pours heavily from the cloudy sky." : "Heavy snowfall obscures the sky.",
 			dusk: () => Weather.precipitation === "rain" ? "The heavy rain intensifies." : "Snow piles up as evening falls.",
 			night: () => Weather.precipitation === "rain" ? "Heavy rain defines the darkness." : "A heavy snowstorm envelops the night.",
-			bloodMoon: () => Weather.precipitation === "rain" ? "The downpour reflects the red sky." : "Snow reflects the moon's eerie red, blanketing the world in surreal silence."
+			bloodMoon: () => Weather.precipitation === "rain" ? "The downpour reflects the red sky." : "Snow reflects the moon's eerie red, blanketing the world in surreal silence.",
+			transition: () => !Weather.isOvercast && !Weather.isFreezing ? "Dark clouds begin to gather. It's going to be rain." : !Weather.isOvercast ? "Clouds are gathering above. It's going to snow soon." : null,
 		},
 		thunderStorm: {
 			dawn: "A thunderstorm rages at dawn.",
@@ -44,6 +49,10 @@ setup.WeatherDescriptions = {
 		},
 		tentaclePlains: `<span class="purple">The sky glows with a vivid purple hue.</span>`,
 	},
+	/* Specific tooltips based on your location */
+	location: {
+		lake: () => Weather.isFrozen("lake") ? "The lake is frozen." : "The lake is calm.",
+	},
 	temperature: () => {
 		if (Weather.temperature <= -15) {
 			return `<span class="blue">It's extremely cold outside.</span>`;
diff --git a/game/03-JavaScript/weather/02-main/00-weather.js b/game/03-JavaScript/weather/02-main/00-weather.js
index 1e87ea10277167e449d131c03e1c9b6efeb48843..faa6184207c5c563f4065740dfb09c9774fbee34 100644
--- a/game/03-JavaScript/weather/02-main/00-weather.js
+++ b/game/03-JavaScript/weather/02-main/00-weather.js
@@ -147,8 +147,11 @@ const Weather = (() => {
 		get type() {
 			return Weather.WeatherGeneration.getWeather().defines;
 		},
+		get isOvercast() {
+			return round(Weather.Sky.fadables.overcast.factor * 100, 2) > 0.5;
+		},
 		get overcast() {
-			return Weather.WeatherGeneration.getWeather().overcast > 0.5;
+			return round(Weather.Sky.fadables.overcast.factor * 100, 2);
 		},
 		get sunIntensity() {
 			return getSunIntensity();
diff --git a/game/03-JavaScript/weather/03-canvas/01-src/00-main/00-sky-canvas.js b/game/03-JavaScript/weather/03-canvas/01-src/00-main/00-sky-canvas.js
index cb4df6d1c413518b2977f8f7f28b36332ff80aab..5d80325a0be40a989e0779dd49e5a3ccb9233fe7 100644
--- a/game/03-JavaScript/weather/03-canvas/01-src/00-main/00-sky-canvas.js
+++ b/game/03-JavaScript/weather/03-canvas/01-src/00-main/00-sky-canvas.js
@@ -262,12 +262,12 @@ Weather.Sky = (() => {
 		// Maybe not hardcode this here
 		const key = V.location === "tentworld" ? "tentaclePlains" : Weather.name;
 		const weatherState = Weather.TooltipDescriptions.type[key];
-		const weatherDescription =
-			typeof weatherState === "string"
-				? weatherState
-				: typeof weatherState[Weather.skyState] === "function"
-				? weatherState[Weather.skyState]()
-				: weatherState[Weather.skyState];
+
+		if (!weatherState) return;
+		const transition = weatherState.transition ? weatherState.transition() : null;
+		console.log("transition", weatherState, transition);
+		const weatherDescription = transition || (typeof weatherState === "string" ? weatherState : resolveValue(weatherState[Weather.skyState], ""));
+
 		const tempDescription = Weather.TooltipDescriptions.temperature();
 		const debug = V.debug
 			? `<br><br><span class="teal">DEBUG:</span>
diff --git a/game/03-JavaScript/weather/03-canvas/02-lib/01-layers/layer-precipitation.js b/game/03-JavaScript/weather/03-canvas/02-lib/01-layers/layer-precipitation.js
index 9d7db06a225e530c6dbc3b80cfe65eaf0c930fdf..318135c0b0a4482ec5fc0fe22ab04317f3810bc9 100644
--- a/game/03-JavaScript/weather/03-canvas/02-lib/01-layers/layer-precipitation.js
+++ b/game/03-JavaScript/weather/03-canvas/02-lib/01-layers/layer-precipitation.js
@@ -9,7 +9,7 @@ Weather.Sky.Layers.add({
 		/* Rain */
 		{
 			effect: "precipitation",
-			drawCondition: () => !Weather.Sky.skyDisabled && Weather.overcast && Weather.precipitationIntensity > 1 && Weather.precipitation === "rain",
+			drawCondition: () => !Weather.Sky.skyDisabled && Weather.isOvercast && Weather.precipitationIntensity > 1 && Weather.precipitation === "rain",
 			params: {
 				frameWidth: 42,
 				images: {
@@ -37,7 +37,7 @@ Weather.Sky.Layers.add({
 			effect: "precipitation",
 			drawCondition: () =>
 				!Weather.Sky.skyDisabled &&
-				Weather.WeatherGeneration.getWeather().overcast > 0.25 &&
+				Weather.overcast > 0.25 &&
 				Weather.precipitationIntensity > 0 &&
 				Weather.precipitationIntensity <= 1 &&
 				Weather.precipitation === "rain",
@@ -66,7 +66,7 @@ Weather.Sky.Layers.add({
 		/* Snow */
 		{
 			effect: "precipitation",
-			drawCondition: () => !Weather.Sky.skyDisabled && Weather.overcast && Weather.precipitationIntensity > 1 && Weather.precipitation === "snow",
+			drawCondition: () => !Weather.Sky.skyDisabled && Weather.isOvercast && Weather.precipitationIntensity > 1 && Weather.precipitation === "snow",
 			params: {
 				frameWidth: 32,
 				images: {
@@ -94,7 +94,7 @@ Weather.Sky.Layers.add({
 			effect: "precipitation",
 			drawCondition: () =>
 				!Weather.Sky.skyDisabled &&
-				Weather.WeatherGeneration.getWeather().overcast > 0.25 &&
+				Weather.overcast > 0.25 &&
 				Weather.precipitationIntensity > 0 &&
 				Weather.precipitationIntensity <= 1 &&
 				Weather.precipitation === "snow",
diff --git a/game/03-JavaScript/weather/03-canvas/02-lib/01-layers/layer-sun.js b/game/03-JavaScript/weather/03-canvas/02-lib/01-layers/layer-sun.js
index 5496517661d4ab07454f7e085d42e18a396a0da2..68c335409a157f0eb9549a84946843d58dc2cf29 100644
--- a/game/03-JavaScript/weather/03-canvas/02-lib/01-layers/layer-sun.js
+++ b/game/03-JavaScript/weather/03-canvas/02-lib/01-layers/layer-sun.js
@@ -49,7 +49,7 @@ Weather.Sky.Layers.add({
 	effects: [
 		{
 			effect: "outerRadialGlow",
-			drawCondition: () => Weather.Sky.orbitals.sun.factor > -0.7 && !Weather.overcast && !Weather.Sky.skyDisabled,
+			drawCondition: () => Weather.Sky.orbitals.sun.factor > -0.7 && !Weather.isOvercast && !Weather.Sky.skyDisabled,
 			params: {
 				outerRadius: 64, // The radius of the outer glow
 				colorInside: { dark: "#fd634d00", med: "#f7ff4a07", bright: "#fbffdb55" },
diff --git a/game/base-system/location.twee b/game/base-system/location.twee
index a5dcb078886d44676b7d5ec10b8608eae071ab22..c73a87576e8fd641489e90f7b74a26630b019e90 100644
--- a/game/base-system/location.twee
+++ b/game/base-system/location.twee
@@ -192,7 +192,7 @@
 		setup.addlocation( "searocks"                 ).parent("sea").bus().build();
 		setup.addlocation( "seadocks"                 ).parent("sea").bus().build();
 		setup.addlocation( "seacliffs"                ).parent("sea").bus().build();
-		setup.addlocation( "seapirates"               ).parent("sea").location().inside().build();
+		setup.addlocation( "pirate_ship"               ).parent("sea").location().inside().build();
 		setup.addlocation( "coastpath"                ).parent("sea").build();
 		setup.addlocation( "prison"                   ).parent("sea").location().inside().build();
 		setup.addlocation( "island"                   ).parent("sea").location().build();
diff --git a/game/base-system/widgets.twee b/game/base-system/widgets.twee
index 2d41c2bd6aec3dfe0882a3e8a5023c3c7e1f9ac9..f34dbeab671fc3fb0e15d7ed0c26a7b9ca55a93b 100644
--- a/game/base-system/widgets.twee
+++ b/game/base-system/widgets.twee
@@ -1860,7 +1860,7 @@
 				<img id="weather" @src="_imgSky + 'rain' + _dayState + '.gif'">
 			<<elseif Weather.precipitation is "snow">>
 				<img id="weather" @src="_imgSky + 'snow' + _dayState + '.gif'">
-			<<elseif Weather.overcast>>
+			<<elseif Weather.isOvercast>>
 				<img id="weather" @src="_imgSky + 'overcast' + _dayState + _season + '.png'">
 			<</if>>
 		<</if>>
diff --git a/game/overworld-forest/loc-asylum/main.twee b/game/overworld-forest/loc-asylum/main.twee
index 56240b4a13018a2236d8a65f6476f3dd07704e84..857f82e7677f46847db76c673b1a11cd4d1403bb 100644
--- a/game/overworld-forest/loc-asylum/main.twee
+++ b/game/overworld-forest/loc-asylum/main.twee
@@ -2192,6 +2192,7 @@ With a sigh, <<he>> bends over and retrieves <<his>> grown, wrapping it around <
 <br>
 
 :: Asylum Garden
+<<set $outside to 1>>
 <<effects>>
 
 Each patient is given a bed of soil to work as they please. Many are untended, but some hold small, beautiful displays.
diff --git a/game/overworld-plains/loc-bird/hunts.twee b/game/overworld-plains/loc-bird/hunts.twee
index 0c1ed4eb21a661063dea72250e141fa496b6e156..a487f1348906abe6fb26ee6361367c328873c38c 100644
--- a/game/overworld-plains/loc-bird/hunts.twee
+++ b/game/overworld-plains/loc-bird/hunts.twee
@@ -694,7 +694,7 @@ What will you hunt for?
 			<<case 2>>
 				<<switch Weather.precipitation>>
 					<<case "none">>
-						<<if !Weather.overcast>>
+						<<if !Weather.isOvercast>>
 							<<switch Time.dayState>>
 								<<case "dawn">>The morning sun kisses the horizon, making you feel more alert. <<stress -6>><<lstress>>
 								<<case "day">>You take a moment to relish in the sun's warmth as you glide. <<stress -6>><<lstress>>
@@ -2332,7 +2332,7 @@ You land near it and begin running. The lurker sees you immediately and starts t
 		<span class="red">The lurker is simply too fast.</span> It begins skittering away even faster, but you don't give up. You chase the lurker all the way to a large crack in the earth, which it slips into.
 		<br><br>
 
-		You come to a stop at the edge, peering over. It's pitch black inside. <<if Time.dayState is "day" and !Weather.overcast>>Despite the sun being directly overhead. <<gtrauma>><<trauma 6>><</if>>
+		You come to a stop at the edge, peering over. It's pitch black inside. <<if Time.dayState is "day" and !Weather.isOvercast>>Despite the sun being directly overhead. <<gtrauma>><<trauma 6>><</if>>
 		<br><br>
 
 		The ground rumbles, and you lose your footing. You don't feel like you're falling. Rather, it feels like the chasm itself moving up to meet you. You quickly understand why.
diff --git a/game/overworld-plains/loc-bird/main.twee b/game/overworld-plains/loc-bird/main.twee
index f26fe44d5aa425dc46d643e4a74434b126f1562e..e7539aee328d9cf5122c67d8d2daa28bdbc6537e 100644
--- a/game/overworld-plains/loc-bird/main.twee
+++ b/game/overworld-plains/loc-bird/main.twee
@@ -3842,7 +3842,7 @@ You bring your attentive touch down towards <<bhis>> groin.
 	<<addinlineevent "bird_bask_weather">>
 		<<switch Weather.precipitation>>
 			<<case "none">>
-				<<if !Weather.overcast>>
+				<<if !Weather.isOvercast>>
 					The <<if Weather.dayState is "dawn">>rising<<elseif Weather.dayState is "dusk">>setting<</if>> sun's radiance warms your face as you sit in the <<beasttypes>> embrace. You feel serene. <<stress -12>><<trauma -3>><<lstress>><<ltrauma>>
 				<<else>>
 					The grey skies above almost seem to call out to you, begging you to join them. <<stress -3>><<lstress>>
@@ -6614,7 +6614,7 @@ The Great Hawk dives directly towards you, talons extended.
 You look through your telescope.
 <<if Time.dayState isnot "night">>
 	It's too early to look at the sky.
-<<elseif Weather.overcast>>
+<<elseif Weather.isOvercast>>
 	The weather isn't clear enough to see anything in the sky.
 <</if>>
 <br><br>
diff --git a/game/overworld-plains/loc-bird/widgets.twee b/game/overworld-plains/loc-bird/widgets.twee
index 131fc04388a2954f903c85d0ffb68764f941d424..06c3e51df5fa7e29a82566dd87bb280d0194b793 100644
--- a/game/overworld-plains/loc-bird/widgets.twee
+++ b/game/overworld-plains/loc-bird/widgets.twee
@@ -827,7 +827,7 @@
 <</widget>>
 
 <<widget "hawkRescueApproachSentence">>
-	<<if $syndromebird is 1>>Salvation<<else>>Terror<</if>> <<print ["circles above", "approaches", "descends", "shadows you"][random(!Weather.overcast ? 3 : 2)]>>.
+	<<if $syndromebird is 1>>Salvation<<else>>Terror<</if>> <<print ["circles above", "approaches", "descends", "shadows you"][random(!Weather.isOvercast ? 3 : 2)]>>.
 <</widget>>
 
 <<widget "hawkCaughtYouSpeech">>
diff --git a/game/overworld-plains/loc-farm/main.twee b/game/overworld-plains/loc-farm/main.twee
index df273aac1d7900a2f24d85310d3bf570bcbdcab9..0b42302114c42ae3f3bfd957f297f788676717f2 100644
--- a/game/overworld-plains/loc-farm/main.twee
+++ b/game/overworld-plains/loc-farm/main.twee
@@ -11,7 +11,7 @@ You are in the farmlands.
 <<if Weather.dayState is "night">>
 	<<if Weather.precipitation is "rain">>
 		Rainwater floods the fields.
-	<<elseif Weather.overcast>>
+	<<elseif Weather.isOvercast>>
 		You can see little in the darkness.
 	<<elseif Weather.isSnow is "snow">>
 		Snow buries the fields.
@@ -21,7 +21,7 @@ You are in the farmlands.
 <<elseif Weather.dayState is "dawn">>
 	<<if Weather.precipitation is "rain">>
 		Rain sweeps over the fields.
-	<<elseif Weather.overcast>>
+	<<elseif Weather.isOvercast>>
 		A dense fog devours the fields.
 	<<elseif Weather.isSnow>>
 		Snow blankets the fields.
@@ -31,7 +31,7 @@ You are in the farmlands.
 <<elseif Weather.dayState is "dusk">>
 	<<if Weather.precipitation is "rain">>
 		Rain blows in from the ocean beneath an ever-darkening sky.
-	<<elseif Weather.overcast>>
+	<<elseif Weather.isOvercast>>
 		It's already getting hard to see the fields.
 	<<elseif Weather.isSnow>>
 		Snow blows over the fields.
@@ -41,7 +41,7 @@ You are in the farmlands.
 <<else>>
 	<<if Weather.precipitation is "rain">>
 		Rainwater feeds the surrounding fields.
-	<<elseif Weather.overcast>>
+	<<elseif Weather.isOvercast>>
 		Grey skies stretch in all directions.
 	<<elseif Weather.isSnow>>
 		Snow covers the fields.
diff --git a/game/overworld-plains/loc-farm/meadow.twee b/game/overworld-plains/loc-farm/meadow.twee
index ebada5e8b930cd2972c687272a4adc93c7284efe..53c312d4f29bcb22cd6ab62a00182dc1996d973b 100644
--- a/game/overworld-plains/loc-farm/meadow.twee
+++ b/game/overworld-plains/loc-farm/meadow.twee
@@ -14,7 +14,7 @@ You are in a meadow ringed by tall trees. Long grass caresses your legs. A solit
 <<elseif Weather.dayState is "dawn">>
 	<<if Weather.precipitation is "rain">>
 		Dark clouds fill the sky.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		The sun rises clear over the horizon.
 	<<elseif Weather.precipitation is "snow">>
 		Snowflakes fall in the morning light.
@@ -24,7 +24,7 @@ You are in a meadow ringed by tall trees. Long grass caresses your legs. A solit
 <<elseif Weather.dayState is "dusk">>
 	<<if Weather.precipitation is "rain">>
 		Darkling clouds fill the sky.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		The sun disappears over the horizon.
 	<<elseif Weather.precipitation is "snow">>
 		Snow settles in the dwindling light.
@@ -34,7 +34,7 @@ You are in a meadow ringed by tall trees. Long grass caresses your legs. A solit
 <<else>>
 	<<if Weather.precipitation is "rain">>
 		The blades sway with the wind.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		Bright flowers bloom in many colours.
 	<<elseif Weather.precipitation is "snow">>
 		Snow blankets the treetops, and settles between the blades.
@@ -125,7 +125,7 @@ You search for plants long and sturdy enough to build an improvised garment. You
 	<<else>>
 		You watch the bees fly between flowers.
 	<</if>>
-<<elseif !Weather.overcast>><<set $outside to 1>>
+<<elseif !Weather.isOvercast>><<set $outside to 1>>
 	<<if Time.dayState is "night">>
 		You lie on the grass and stare up at the night sky.
 	<<else>>
diff --git a/game/overworld-plains/loc-farm/widgets.twee b/game/overworld-plains/loc-farm/widgets.twee
index 9c4cf0415b78fbae17511120b3d227074792366b..725f9631abbeae435dfef531a232dff7c6be81bd 100644
--- a/game/overworld-plains/loc-farm/widgets.twee
+++ b/game/overworld-plains/loc-farm/widgets.twee
@@ -1876,7 +1876,7 @@
 	<<cleareventpool>>
 
 	/* seasonal events */
-	<<if Time.season is "summer" and !Weather.overcast>>
+	<<if Time.season is "summer" and !Weather.isOvercast>>
 		<<addinlineevent "farm_tending_alex_summer_1">>
 			<<npc Alex>><<person1>>
 
diff --git a/game/overworld-plains/loc-farm/work.twee b/game/overworld-plains/loc-farm/work.twee
index 8980c9d4abc2f06fbd957da9edc762e89d473b0a..07c4d86e13811761b9a0ffa8d37ed26997918504 100644
--- a/game/overworld-plains/loc-farm/work.twee
+++ b/game/overworld-plains/loc-farm/work.twee
@@ -2236,7 +2236,7 @@ You sneak up to the shed, and push the door open.
 
 <<if Weather.precipitation is "rain">>
 	You endure the rain as you search for invasive weeds, digging them up at the roots before they can strangle the crops.
-<<elseif !Weather.overcast>>
+<<elseif !Weather.isOvercast>>
 	<<if $rng gte 51>>
 		<<switch Time.dayState>>
 			<<case "night">>
@@ -2301,7 +2301,7 @@ You sneak up to the shed, and push the door open.
 
 <<if Weather.precipitation is "rain">>
 	You endure the rain as you help Alex search for invasive weeds, digging them up at the roots before they can strangle the crops.
-<<elseif !Weather.overcast>>
+<<elseif !Weather.isOvercast>>
 	<<if $rng gte 51>>
 		<<if Time.dayState is "night">>
 		The stars twinkle above you as you help Alex search for invasive weeds, digging them up at the roots before they can strangle the crops.
@@ -2354,7 +2354,7 @@ You sneak up to the shed, and push the door open.
 
 <<if Weather.precipitation is "rain">>
 	You endure the rain as you help Alex clear the invasive weeds, digging them up at the roots and freeing the land for cultivation.
-<<elseif !Weather.overcast>>
+<<elseif !Weather.isOvercast>>
 	<<if Time.dayState is "night">>
 	The stars twinkle above you as you help Alex clear the invasive weeds, digging them up at the roots and freeing the land for cultivation.
 	<<else>>
@@ -2399,7 +2399,7 @@ You sneak up to the shed, and push the door open.
 
 <<if Weather.precipitation is "rain">>
 	You endure the rain as you clear the invasive weeds, digging them up at the roots and freeing the land for cultivation.
-<<elseif !Weather.overcast>>
+<<elseif !Weather.isOvercast>>
 	<<if Time.dayState is "night">>
 	The stars twinkle in the night sky as you clear the invasive weeds, digging them up at the roots and freeing the land for cultivation.
 	<<else>>
@@ -2465,7 +2465,7 @@ You sneak up to the shed, and push the door open.
 <<if $phase is 1>>
 	<<npc Alex>><<person1>>
 	You approach Alex.
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		<<He>> reclines in the shade beneath the boughs of a tree.
 	<<elseif Weather.precipitation is "rain">>
 		<<He>> shelters from the rain beneath the boughs of a tree.
diff --git a/game/overworld-plains/loc-livestock/main.twee b/game/overworld-plains/loc-livestock/main.twee
index 12e0197a71b7cb2e12d829ec56b3d85e65716aad..dd64864a03ad339d49acfb98a4049b33b1292b09 100644
--- a/game/overworld-plains/loc-livestock/main.twee
+++ b/game/overworld-plains/loc-livestock/main.twee
@@ -1727,7 +1727,7 @@ A weak light pierces the high windows. It's dawn.
 
 <<if Weather.precipitation is "rain">>
 	You emerge outside, into the rain and mud.
-<<elseif !Weather.overcast>>
+<<elseif !Weather.isOvercast>>
 	You emerge outside, into sunlight.
 <<elseif Weather.isSnow>>
 	You emerge outside, into the snow.
@@ -1775,7 +1775,7 @@ You refuse to leave your cell. The farmhand who opened it, a <<person>>, steps i
 
 <<if Weather.precipitation is "rain">>
 	You emerge outside, into the rain and mud.
-<<elseif !Weather.overcast>>
+<<elseif !Weather.isOvercast>>
 	You emerge outside, into sunlight.
 <<elseif Weather.isSnow>>
 	You emerge outside, into the snow.
diff --git a/game/overworld-plains/loc-livestock/passout.twee b/game/overworld-plains/loc-livestock/passout.twee
index 732e23bcfc15021be00ce5df9bcb9183048f4144..9cdb862be6c8e30c2f8d73ed44f4a6b33e0ef5ae 100644
--- a/game/overworld-plains/loc-livestock/passout.twee
+++ b/game/overworld-plains/loc-livestock/passout.twee
@@ -97,7 +97,7 @@ You're led up the stairs, and emerge
 <<else>>
 	<<if Weather.precipitation is "rain">>
 		in the rain.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		into sunlight.
 	<<elseif Weather.isSnow>>
 		into the snow.
diff --git a/game/overworld-plains/loc-moor/main.twee b/game/overworld-plains/loc-moor/main.twee
index b00bbbf4e347530150f02bf4d5997a3bc2ffac20..b5cedb1ffc3e228e0e1288a80b2dfe62a74d6282 100644
--- a/game/overworld-plains/loc-moor/main.twee
+++ b/game/overworld-plains/loc-moor/main.twee
@@ -49,7 +49,7 @@
 		Black rain pours from the heavens.
 	<<elseif Weather.isSnow>>
 		Dark snow smothers the plains.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		The stars are clear, so far from artificial light.
 	<<else>>
 		Darkness blankets the plains.
@@ -59,7 +59,7 @@
 		Evening sunlight glimmers off pools, agitated by the rain.
 	<<elseif Weather.precipitation is "snow">>
 		Snow settles for the night.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		The sun dips beneath a hillock.
 	<<else>>
 		Oppressive clouds descend.
@@ -69,7 +69,7 @@
 		The dawn's sun glimmers off pools, agitated by the rain.
 	<<elseif Weather.isSnow>>
 		A blanket of snow reflects the dawn's light.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		The sun rises over hillocks.
 	<<else>>
 		Fog hangs in the valleys.
@@ -79,7 +79,7 @@
 		There are few places to hide from the rain.
 	<<elseif Weather.isSnow>>
 		A sheet of snow covers everything.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		The sun feels weaker, pale and cold.
 	<<else>>
 		The clouds hang low, bathing the hilltops in fog.
diff --git a/game/overworld-plains/loc-moor/widgets.twee b/game/overworld-plains/loc-moor/widgets.twee
index 684f3b2ee581bd740c6a549962fb8c7e3572d905..dd39e00c90bea18e6e86f399cc6588d1e6488f91 100644
--- a/game/overworld-plains/loc-moor/widgets.twee
+++ b/game/overworld-plains/loc-moor/widgets.twee
@@ -598,7 +598,7 @@
 			<</if>>
 		<<case 2>>
 			You follow a trail between two ponds.
-			<<if !Weather.overcast>>
+			<<if !Weather.isOvercast>>
 				<<if Time.dayState is "night">>
 					They reflect no moonlight.
 				<<else>>
@@ -673,7 +673,7 @@
 			<</if>>
 		<<case 7>>
 			<<set $plantMoney to 10*random(20,100)>>
-			<<if !Weather.overcast>>
+			<<if !Weather.isOvercast>>
 				A glint of light
 			<<else>>
 				Something shiny
@@ -944,7 +944,7 @@
 <</widget>>
 
 <<widget "moor_hunt_start">>
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		A shadow passes over you.
 	<<else>>
 		You hear a <<hawkScreechDesc>>.
diff --git a/game/overworld-town/loc-beach/main.twee b/game/overworld-town/loc-beach/main.twee
index 3d11cdbe604d0ad94705c8be5c7d2a317f60aeb3..42b230d1352de3c11216c0539080e774de110412 100644
--- a/game/overworld-town/loc-beach/main.twee
+++ b/game/overworld-town/loc-beach/main.twee
@@ -3,37 +3,37 @@
 <<location "beach">><<effects>>
 You are on the beach.
 <<if Weather.dayState is "day">>
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		It is awash with visitors, children build sandcastles and play in the water while their parents bask in the sun. A group of students are playing volleyball.
 	<<elseif Weather.precipitation is "rain">>
 		The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
 	<<elseif Weather.isSnow>>
 		The snow has kept most away from the beach, but the violent waves have attracted surfers.
-	<<elseif Weather.overcast>>
+	<<elseif Weather.isOvercast>>
 		The clouds have driven away most would-be visitors, but there are still people strolling along the water's edge.
 	<</if>>
 <<elseif Weather.dayState is "dawn">>
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		It is a popular destination for joggers, some have dogs with them. A few families are setting up windbreakers. A group of students are playing volleyball.
 	<<elseif Weather.precipitation is "rain">>
 		The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
 	<<elseif Weather.isSnow>>
 		The snow has kept most away from the beach, but the violent waves have attracted surfers.
-	<<elseif Weather.overcast>>
+	<<elseif Weather.isOvercast>>
 		It is a popular destination for joggers, some have dogs with them. Fog blocks your view of the ocean.
 	<</if>>
 <<elseif Weather.dayState is "dusk">>
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		Families are leaving as the sun sets. A group of students are playing volleyball.
 	<<elseif Weather.precipitation is "rain">>
 		The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
 	<<elseif Weather.isSnow>>
 		The snow has kept most away from the beach, but the violent waves have attracted surfers.
-	<<elseif Weather.overcast>>
+	<<elseif Weather.isOvercast>>
 		It is mostly deserted, but some people are strolling along the water's edge.
 	<</if>>
 <<elseif Weather.dayState is "night">>
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		It appears deserted, save for a group of students who are drinking around a fire.
 	<<else>>
 		It appears deserted.
@@ -174,7 +174,7 @@ You could go for a swim, but make sure to dress appropriately.
 			<<swimicon>><<link [[Go for a swim (0:02)|Sea Beach]]>><<pass 2>><</link>>
 			<br>
 		<</if>>
-		<<if Time.dayState is "day" and !Weather.overcast>>
+		<<if Time.dayState is "day" and !Weather.isOvercast>>
 			<<outfitChecks>>
 			<<if _swimwear and $worn.upper.name isnot "diving suit">>
 				<<baskicon>><<link [[Tan on the beach (1:00)|Tanning]]>><</link>><<lstress>>
@@ -218,11 +218,11 @@ You could go for a swim, but make sure to dress appropriately.
 				<<runicon>><<link [[Go for a run (0:30)|Beach Run]]>><</link>><<gtiredness>><<gathletics>><<lstress>>
 			<</if>>
 		<</if>>
-		<<if !Weather.overcast and Time.dayState is "night" and $exposed lte 0>>
+		<<if !Weather.isOvercast and Time.dayState is "night" and $exposed lte 0>>
 			<br>
 			<<socialiseicon "party">><<link [[Party|Beach Party]]>><</link>>
 		<</if>>
-		<<if !Weather.overcast and Time.dayState isnot "night" and $exposed lte 0>>
+		<<if !Weather.isOvercast and Time.dayState isnot "night" and $exposed lte 0>>
 			<br>
 			<<socialiseicon "volleyball">><<link [[Volleyball|Beach Volleyball]]>><</link>>
 			<<if $exhibitionism gte 75 and $daily.beachStrip isnot 1>>
@@ -757,7 +757,7 @@ You run along the shore.
 			You shiver in the freezing night breeze.
 			<<gstress>><<stress 6>>
 		<</if>>
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		The cold night breeze invigorates you.
 	<<else>>
 		The cool night breeze feels pleasant against your skin.
@@ -772,7 +772,7 @@ You run along the shore.
 			You shiver in the freezing wind.
 			<<gstress>><<stress 6>>
 		<</if>>
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		The sun's intensity wears you down, tiring you out.
 		<<tiredness 6>><<gtiredness>>
 	<<else>>
@@ -793,7 +793,7 @@ You walk along the shore.
 		A downfall of rain wets you as you stroll.
 	<<elseif Weather.precipitation is "snow">>
 		Dark snow blows against you as you stroll.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		The sound of the waves fills your senses.
 	<<else>>
 		The night is cool and relaxes you.
@@ -803,7 +803,7 @@ You walk along the shore.
 		The pouring rain wets the sandy ground.
 	<<elseif Weather.precipitation is "snow">>
 		Snow blows against you as you stroll.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		The sun's heat is too intense and you begin to tire.
 		<<tiredness 3>><<gtiredness>>
 	<<else>>
diff --git a/game/overworld-town/loc-cafe/main.twee b/game/overworld-town/loc-cafe/main.twee
index 547d845f02cb41442b7ecc93ba92a8c28d8f17b7..778869b94a96e970cd6117c12daed7a46c7f5f01 100644
--- a/game/overworld-town/loc-cafe/main.twee
+++ b/game/overworld-town/loc-cafe/main.twee
@@ -7,7 +7,7 @@ You are in the Ocean Breeze Cafe.
 		No one is sitting outside due to the rain, but the cafe proper is crowded.
 	<<elseif Weather.isFreezing>>
 		No one is sitting outside due to the cold, but the cafe proper is crowded.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		Most of the tables are full.
 	<<else>>
 		The cafe is busy, and despite the strong winds some people are sitting outside.
@@ -493,14 +493,14 @@ Please be patient with them; they don't mean nothing by it! We're always underst
 		<</if>>
 		<<garousal>><<arousal 200>>
 	<<elseif $awareness gte 200>>
-		<<if !Weather.overcast>>
+		<<if !Weather.isOvercast>>
 			<<He>> seems to take almost sexual pleasure from sunbathing.
 		<<else>>
 			If not for the rhythmic squirming, you'd think <<he>> was asleep.
 		<</if>>
 		At one point <<he>> shudders in a way that seems almost orgasmic.
 	<<else>>
-		<<if !Weather.overcast>>
+		<<if !Weather.isOvercast>>
 			It's a beautiful day - <<hes>>
 		<<else>>
 			<<Hes>>
diff --git a/game/overworld-town/loc-docks/widgets.twee b/game/overworld-town/loc-docks/widgets.twee
index 3b231a0152be648e971517bd9f612a9fd78845ed..8cfbd9cf2000727a8ba7c16744c0a71a40159bed 100644
--- a/game/overworld-town/loc-docks/widgets.twee
+++ b/game/overworld-town/loc-docks/widgets.twee
@@ -720,7 +720,7 @@
 			<<link [[Try to stay upright|Docks Upright]]>><</link>><<dancedifficulty 400 1200>>
 			<br>
 		<<elseif $rng is 2>>
-			<<if !Weather.overcast>>
+			<<if !Weather.isOvercast>>
 				Moonlight reflects off the ocean. It captures you for a moment.<<lstress>><<stress -6>>
 				<br><br>
 			<<else>>
diff --git a/game/overworld-town/loc-domus-homes/work.twee b/game/overworld-town/loc-domus-homes/work.twee
index b3ed8862844e8174e0a9809a91a724465e70c40a..94e41f4cdac0790a0231ae3c634c33bff313a6fc 100644
--- a/game/overworld-town/loc-domus-homes/work.twee
+++ b/game/overworld-town/loc-domus-homes/work.twee
@@ -2268,7 +2268,7 @@ and some expensive-looking jewellery. <<tearful>> you leave.
 <br><br>
 <<generate2>><<person2>>
 You walk quickly to the corner shop.
-<<if !Weather.overcast>>
+<<if !Weather.isOvercast>>
 	Aside from kids buying ice-creams and slushies, it's quiet. People are probably indoors or out at pubs watching the game. The kids leave with their sugar fix.
 <<elseif Weather.precipitation is "rain">>
 	It's empty. Between the awful weather and the game, everyone's stayed home.
@@ -2489,7 +2489,7 @@ You present the order slip to the <<person>> behind the counter.
 	You carry the crate back to the house. It's heavier than it looks
 	<<if Weather.precipitation is "rain">>and the rain beating down on you really isn't helping.
 	<<elseif Weather.isSnow>>and the icy ground isn't helping.
-	<<elseif !Weather.overcast>>and with the sun beating down, you work up quite a sweat.
+	<<elseif !Weather.isOvercast>>and with the sun beating down, you work up quite a sweat.
 	<<else>>but you manage.
 	<</if>>
 	<br><br>
diff --git a/game/overworld-town/loc-home/garden.twee b/game/overworld-town/loc-home/garden.twee
index bfa5402bc97906ec370e0eddfcf7a02ae1bd5001..7f772e9fb9c3e35bb7160aa3d913580332304fc4 100644
--- a/game/overworld-town/loc-home/garden.twee
+++ b/game/overworld-town/loc-home/garden.twee
@@ -142,7 +142,7 @@ As you sneak through the garden, you hear strange, muffled sounds coming from a
 		<br>
 	<</if>>
 
-	<<if !Weather.overcast and Time.dayState is "day">>
+	<<if !Weather.isOvercast and Time.dayState is "day">>
 		<<set _tanning to Weather.getTanningFactor()>>
 		<<baskicon>><<link [[Bask in the sun (0:10)|Bask]]>><<pass 10>><<set $stress -= 5>><</link>><<lstress>><<tanningGainOutput _tanning.result 10>>
 		<br>
diff --git a/game/overworld-town/loc-park/run.twee b/game/overworld-town/loc-park/run.twee
index 014ed07690b22a8aa24743d35ca8a6d6fe794570..35c1c01b5d86f4f0fd67bfab23b1ece7c6c1c083 100644
--- a/game/overworld-town/loc-park/run.twee
+++ b/game/overworld-town/loc-park/run.twee
@@ -524,7 +524,7 @@ Your heart is pounding with the thrill as you quietly move on.
 		You _exercise in the nearly-deserted park.
 	<<elseif Weather.precipitation is "snow">>
 		You _exercise in the park as snow falls all around.
-	<<elseif Weather.overcast>>
+	<<elseif Weather.isOvercast>>
 		You _exercise in the park. It feels good to feel the air on your skin.
 	<<else>>
 		You _exercise in the park. It feels good to feel the air and sunshine on your skin.
diff --git a/game/overworld-town/loc-pirates/main.twee b/game/overworld-town/loc-pirates/main.twee
index 46115867bf7510e778c3a19fda2a68a788b63baa..566cc4ae072e4f055014a47f76b104cb67b025fb 100644
--- a/game/overworld-town/loc-pirates/main.twee
+++ b/game/overworld-town/loc-pirates/main.twee
@@ -519,7 +519,7 @@ You are on the deck aboard the pirate ship.
 	<</if>>
 	<<if Weather.precipitation isnot "none">>
 		Chill sleet assails your face.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		You can see well in the moonlight.
 	<<else>>
 		The wind threatens to snatch you away.
@@ -527,7 +527,7 @@ You are on the deck aboard the pirate ship.
 <<elseif Weather.dayState is "dawn">>
 	<<if Weather.precipitation isnot "none">>
 		Violent waves glimmer in the dawn's light.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		The dawn lights up the horizon.
 	<<else>>
 		The waves glimmer in the dawn's light.
@@ -535,7 +535,7 @@ You are on the deck aboard the pirate ship.
 <<elseif Weather.dayState is "dusk">>
 	<<if Weather.precipitation isnot "none">>
 		The setting sun reveals torrential rain in all directions.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		The sun sets on the horizon.
 	<<else>>
 		The sun sets on the horizon, and darkness threatens to swallow the world.
@@ -543,7 +543,7 @@ You are on the deck aboard the pirate ship.
 <<else>>
 	<<if Weather.precipitation isnot "none">>
 		Sheets of rain sweep across.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		The sun beats down.
 	<<else>>
 		The wind makes you squint.
diff --git a/game/overworld-town/loc-pound/main.twee b/game/overworld-town/loc-pound/main.twee
index 73105faecf43f999489776912b431f1467726510..31905d75407fdfe80523fc63de0c974bc1514509 100644
--- a/game/overworld-town/loc-pound/main.twee
+++ b/game/overworld-town/loc-pound/main.twee
@@ -1806,7 +1806,7 @@ You attach leashes to five <<beastsplural>>. They're eager for the exercise, and
 	They bound and frolic, unbothered by the rain.
 <<elseif Weather.precipitation is "snow">>
 	They bound and frolic on the sand.
-<<elseif !Weather.overcast>>
+<<elseif !Weather.isOvercast>>
 	They bound and frolic in the sun.
 <<else>>
 	They bound and frolic on the sand.
diff --git a/game/overworld-town/loc-prison/beach.twee b/game/overworld-town/loc-prison/beach.twee
index 194ecd519620c413462b03784ef4b5387edfb6b4..bafec867352445c3ab4fceaf563c720a088c761e 100644
--- a/game/overworld-town/loc-prison/beach.twee
+++ b/game/overworld-town/loc-prison/beach.twee
@@ -291,7 +291,7 @@ Kylar clings to your arm as the ship is enveloped.
 At last, the ship breaches the other side.
 
 <<if Time.dayState is "night">>
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		You see the lights of town light up the horizon.
 	<<else>>
 		Even so, you can't see much further in the dark.
@@ -389,7 +389,7 @@ Wren pulls up the anchor as you climb aboard, and turns on the engine. The boat
 At last, the ship breaches the other side.
 
 <<if Time.dayState is "night">>
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		You see the lights of town light up the horizon.
 	<<else>>
 		Even so, you can't see much further in the dark.
@@ -581,7 +581,7 @@ You swim out, leaving the island and its prison behind. Rocks loom from the mist
 
 You remain confident you're swimming in the right direction, despite the lack of landmarks. You swim until at last, the mist clears.
 <<if Time.dayState is "night">>
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		The town appears on the horizon, lit up against the night.
 	<<else>>
 		You can't see much further in the night's gloom.
diff --git a/game/overworld-town/loc-prison/intro.twee b/game/overworld-town/loc-prison/intro.twee
index e00ddb20344123f3a5508f3bbb0b46f7a82d8a4f..e816c9d6f5a23d158580ca33bbbea1f2d46f7094 100644
--- a/game/overworld-town/loc-prison/intro.twee
+++ b/game/overworld-town/loc-prison/intro.twee
@@ -217,7 +217,7 @@ The officers shove you into the boat. You struggle to your knees as the crew unt
 
 <<if Weather.precipitation is "rain">>
 	They seat you on a bench towards the front, sheltered from the rain by a small canopy, though the wind often lashes water against your face.
-<<elseif !Weather.overcast>>
+<<elseif !Weather.isOvercast>>
 	They seat you on a bench towards the front.
 <<else>>
 	They seat you on a bench towards the front.
@@ -281,7 +281,7 @@ The other guards stand around you, watching.
 
 <<if Weather.precipitation is "rain">>
 	They seat you on a bench towards the front, sheltered from the rain by a small canopy, though the wind often lashes water against your face.
-<<elseif !Weather.overcast>>
+<<elseif !Weather.isOvercast>>
 	They seat you on a bench towards the front.
 <<else>>
 	They seat you on a bench towards the front.
@@ -1143,7 +1143,7 @@ You walk through the cave, and emerge at the pier. The boat awaits. You sit bene
 <<relaxed_guard 0 cap>> steers through the mist without difficulty.
 
 <<if Time.dayState is "night">>
-	<<if !Weather.overcast or $transformationParts.traits.sharpEyes isnot "disabled">>
+	<<if !Weather.isOvercast or $transformationParts.traits.sharpEyes isnot "disabled">>
 		You see the light of town on the horizon ahead.
 	<<else>>
 		Though you can see little better.
diff --git a/game/overworld-town/loc-prison/main.twee b/game/overworld-town/loc-prison/main.twee
index b8c137eb1c3f8b612c8d3110ef7787056d4a369d..2948bf3cfb2595e6cadab5bed03aa41aa80993c4 100644
--- a/game/overworld-town/loc-prison/main.twee
+++ b/game/overworld-town/loc-prison/main.twee
@@ -317,7 +317,7 @@ You could only dig during lockdown. Too risky otherwise.
 	<<set $phase to 0>>
 <<else>>
 	You crawl to the precipice, and peer off the edge. There's a sandy beach, trailing out of sight. It's not far down, but the waves are violent.
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		You can see the surrounding mist in the moonlight.
 	<<else>>
 		You can't see far.
@@ -1793,7 +1793,7 @@ You run and jump, letting the wind catch your wings. You soar.
 You soar away from the island, over the mist, and towards the mainland.
 
 <<if Time.dayState is "night">>
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		You see the lights of town light up the horizon ahead.
 	<<else>>
 		You can't make out the coast in the dark, but you know it's there.
diff --git a/game/overworld-town/loc-prison/work.twee b/game/overworld-town/loc-prison/work.twee
index 308ceb2115b48af1178d9a6649af0718c4996cd7..249534ebe508db9f77b573e59808cea5e5aeb50b 100644
--- a/game/overworld-town/loc-prison/work.twee
+++ b/game/overworld-town/loc-prison/work.twee
@@ -1742,7 +1742,7 @@ You sit and watch the <<beastsplural>>, and let your mind wander.
 	<<case 1>>
 		The <<beastsplural>> have made their homes on the roof of the beacon. Nests of driftwood hang over the edges.
 	<<case 2>>
-		<<if !Weather.overcast>>
+		<<if !Weather.isOvercast>>
 			You can see the coast on the horizon, and the unnatural blotch that is the town. You try to pick out landmarks.
 		<<elseif Weather.precipitation is "rain">>
 			Rain hammers the windows, almost obscuring the edge of the platform.
diff --git a/game/overworld-town/loc-school/main.twee b/game/overworld-town/loc-school/main.twee
index 67928629acb1cdb1568076ba0aefbf81da2d2825..b307f98a3ed4bd1c74c723b54f2448d1f9a8f23d 100644
--- a/game/overworld-town/loc-school/main.twee
+++ b/game/overworld-town/loc-school/main.twee
@@ -1575,7 +1575,7 @@ Fortunately your glasses appear undamaged.
 <<courtyard>>
 
 :: School Stump
-<<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>>
+<<set $outside to 1>><<set $location to "school_rear_courtyard">><<schooleffects>><<effects>>
 
 <<if $schoolstate is "lunch" or $schoolstate is "morning" or $schoolstate is "afternoon">>
 	You lean back on the stump. You close your eyes and listen to the murmuring of students in the courtyard.
diff --git a/game/overworld-town/loc-sea/main.twee b/game/overworld-town/loc-sea/main.twee
index 163995d18d2df1d197a7671176f108f3a935962d..c2a68a31c8f8e77471398a03aec9e8726a274be3 100644
--- a/game/overworld-town/loc-sea/main.twee
+++ b/game/overworld-town/loc-sea/main.twee
@@ -7,7 +7,7 @@ You are swimming in the sea along the beach.
 		The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
 	<<elseif Weather.isFreezing>>
 		The cold has kept most away, but the violent waves have attracted surfers.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		It is awash with visitors, children build sandcastles and play in the water while their parents bask in the sun. A group of students are playing volleyball.
 	<<else>>
 		The clouds have driven away most would-be visitors, but there are still people strolling along the water's edge.
@@ -17,7 +17,7 @@ You are swimming in the sea along the beach.
 		The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
 	<<elseif Weather.isFreezing>>
 		The cold has kept most away, but the violent waves have attracted surfers.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		It is a popular destination for joggers, some have dogs with them. A few families are setting up windbreakers. A group of students are playing volleyball.
 	<<else>>
 		It is a popular destination for joggers, some have dogs with them. Fog blocks your view of the ocean.
@@ -27,13 +27,13 @@ You are swimming in the sea along the beach.
 		The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
 	<<elseif Weather.isFreezing>>
 		The cold has kept most away, but the violent waves have attracted surfers.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		Families are leaving as the sun sets. A group of students are playing volleyball.
 	<<else>>
 		It is mostly deserted, but some people are strolling along the water's edge.
 	<</if>>
 <<elseif Time.dayState is "night">>
-	<<if !Weather.overcast && Weather.precipitation === "none">>
+	<<if !Weather.isOvercast && Weather.precipitation === "none">>
 		It appears deserted, save for a group of students who are drinking around a fire.
 	<<else>>
 		It appears deserted.
@@ -230,7 +230,7 @@ You <<= $passagePrev.includes("Up") ? "break the pool's surface" : "slip into th
 <<effects>>
 
 <<if Time.dayState is "night">>
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		You swim toward the moonlight above, emerging in the cold night breeze.
 	<<else>>
 		Such is the darkness that it's hard to tell which way is up. You emerge into the cold night breeze before panic sets in.<<gstress>><<stress 6>>
@@ -592,7 +592,7 @@ You are swimming in the sea at the base of some cliffs, east of the docks. A lar
 <<elseif $sea lte 50>>
 	You are swimming in the sea.
 	<<if Time.dayState is "night">>
-		<<if !Weather.overcast>>
+		<<if !Weather.isOvercast>>
 			The town glows against the night in the distance.
 		<<else>>
 			You can see the town in the distance. An orange glow lights the clouds above.
@@ -633,7 +633,7 @@ You are swimming in the sea at the base of some cliffs, east of the docks. A lar
 <<elseif $sea lte 99>>
 	You are swimming in the sea.
 	<<if Time.dayState is "night">>
-		<<if !Weather.overcast>>
+		<<if !Weather.isOvercast>>
 			You can see the town glowing on the horizon.
 		<<else>>
 			You can see the town on the horizon, lighting the clouds above.
diff --git a/game/overworld-town/loc-sea/widgets.twee b/game/overworld-town/loc-sea/widgets.twee
index 8aef2746ffc66ab643ef5f4a715d00d681f59a22..37ab1dc64e7059ff1e3232cc3745ab58037c4d86 100644
--- a/game/overworld-town/loc-sea/widgets.twee
+++ b/game/overworld-town/loc-sea/widgets.twee
@@ -1,6 +1,6 @@
 :: Widgets Events Sea [widget]
 <<widget "eventsseabeach">>
-	<<if Time.dayState isnot "night" and !Weather.overcast>>
+	<<if Time.dayState isnot "night" and !Weather.isOvercast>>
 		<<if $rng gte 96>>
 			<<sea1>>
 		<<elseif $rng gte 81>>
diff --git a/game/overworld-town/loc-shop/widgets.twee b/game/overworld-town/loc-shop/widgets.twee
index 33a6ea0fa0032b24a2bc5f11ab2e6ddef8159ad4..8cd45aedda0768ca0975a1ed9556f6c7cf5ccdb5 100644
--- a/game/overworld-town/loc-shop/widgets.twee
+++ b/game/overworld-town/loc-shop/widgets.twee
@@ -65,7 +65,7 @@
 	<</if>>
 	<<set $shopClothingFilter.gender = { female: true, neutral: true, male: true }>>
 	<<set $shopClothingFilter.reveal = { from: 0, to: 9999 }>>
-	<<set $shopClothingFilter.warmth = { from: 0, to: 200 }>>
+	<<set $shopClothingFilter.warmth = { from: 0, to: 50 }>>
 	<<set $shopClothingFilter.traits = []>>
 	<<set $shopClothingFilter.active = false>>
 	<<set $shopClothingFilter.sorting = { prop: "price", order: 'asc', enabled: false }>>
diff --git a/game/overworld-town/loc-street/cliff.twee b/game/overworld-town/loc-street/cliff.twee
index 7557e939126ae0ccac545c9c6f9bbd1c9485b92e..915c5fcac05843d8f18eebe642d033e8ba6ed368 100644
--- a/game/overworld-town/loc-street/cliff.twee
+++ b/game/overworld-town/loc-street/cliff.twee
@@ -180,7 +180,7 @@ There's a path leading down to the beach.
 		<</if>>
 		<<beachicon>><<link [[Beach (0:05)|Beach]]>><<pass 5>><</link>>
 		<br>
-		<<if $exhibitionismrun is "cliff" and !Weather.overcast>>
+		<<if $exhibitionismrun is "cliff" and !Weather.isOvercast>>
 			<<ind>><<link [[Take off your clothes (0:07)|Cliff Challenge]]>><</link>>
 			<br>
 		<</if>>
diff --git a/game/overworld-town/loc-street/events.twee b/game/overworld-town/loc-street/events.twee
index 7b990d9cf5fc5c8e99049825eeeec6bd7028347d..da8a3f4a4bd45b66496b220fca1e236074bc2d10 100644
--- a/game/overworld-town/loc-street/events.twee
+++ b/game/overworld-town/loc-street/events.twee
@@ -10423,13 +10423,13 @@ A couple, the owners of your <<nnpc_girlfriend "Kylar">>'s manor. They coveted o
 A breeze rustles <<his>> robes.
 
 <<if Time.dayState is "night">>
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		Moonlight
 	<<else>>
 		The streetlight
 	<</if>>
 <<else>>
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		Sunlight
 	<<else>>
 		Daylight
diff --git a/game/overworld-town/loc-street/oxford.twee b/game/overworld-town/loc-street/oxford.twee
index 438ff5e34929ed1a5d9c3713540d318ebaf67481..d6a1828c54aa187c91626e0fce68ec9e4470e070 100644
--- a/game/overworld-town/loc-street/oxford.twee
+++ b/game/overworld-town/loc-street/oxford.twee
@@ -107,7 +107,7 @@ You are on Oxford Street. There's an eclectic mix of buildings, but most notable
 		<<getinicon>><<link [[Get in (0:10)|Avery Pub Winter]]>><<pass 10>><</link>><br>
 		<<refuseicon>><<link [[Refuse|Avery School Pickup Refuse]]>><<npcincr Avery rage 5>><<npcincr Avery love -1>><</link>><<garage>><<llove>>
 
-	<<elseif $averyschoolpickupintro is 1 and $fame.business gte 400 and random(1,10) is 1 and !Weather.overcast>>
+	<<elseif $averyschoolpickupintro is 1 and $fame.business gte 400 and random(1,10) is 1 and !Weather.isOvercast>>
 		As you are about to leave the building, you hear a great uproar. Dozens of students are gathering outside as a helicopter descends upon the school precincts. One of the passenger doors swings open. Avery beckons from inside.
 		<br><br>
 
diff --git a/game/overworld-town/loc-temple/events.twee b/game/overworld-town/loc-temple/events.twee
index cfa983c18a4d66cf301b3d3140cb17f566d9f257..eb5bef2c996127ad04681bbebd01791266dff564 100644
--- a/game/overworld-town/loc-temple/events.twee
+++ b/game/overworld-town/loc-temple/events.twee
@@ -37,7 +37,7 @@ You sit on the grass beside the initiates.
 	You chat with them for a while, sheltering from the rain beneath the boughs of a tree.
 <<elseif Weather.precipitation is "snow">>
 	You chat with them for a while, sheltering from the snow beneath the boughs of a tree.
-<<elseif !Weather.overcast>>
+<<elseif !Weather.isOvercast>>
 	You chat with them for a while, enjoying the gentle feel of the sun.
 <<else>>
 	You chat with them for a while, enjoying the cool breeze washing into the nearby forest.
@@ -62,7 +62,7 @@ You sit on the grass beside Sydney. <<sydneyGreeting>> <<if $sydneyromance is 1>
 	You chat with them for a while, sheltering from the rain beneath the boughs of a tree.
 <<elseif Weather.precipitation is "snow">>
 	You chat with them for a while, sheltering from the snow beneath the boughs of a tree.
-<<elseif !Weather.overcast>>
+<<elseif !Weather.isOvercast>>
 	You chat with them for a while, enjoying the gentle feel of the sun.
 <<else>>
 	You chat with them for a while, enjoying the cool breeze washing into the nearby forest.
diff --git a/game/overworld-town/special-eden/main.twee b/game/overworld-town/special-eden/main.twee
index 3c7e89d6c575a084771cae1613605a1e23a993ff..0a9c2c301106bd9c20ad679ce8312aa9ebf8e386 100644
--- a/game/overworld-town/special-eden/main.twee
+++ b/game/overworld-town/special-eden/main.twee
@@ -327,7 +327,7 @@ You arrive at the park.
 ]>>
 <<if Weather.precipitation is "rain">>
 	<<set _scenes.push("rainShelter")>>
-<<elseif !Weather.overcast and Time.season is "summer" and ["day", "dusk"].includes(Time.dayState)>>
+<<elseif !Weather.isOvercast and Time.season is "summer" and ["day", "dusk"].includes(Time.dayState)>>
 	<<set _scenes.push("river")>>
 <</if>>
 
diff --git a/game/overworld-town/special-kylar/abduction.twee b/game/overworld-town/special-kylar/abduction.twee
index af49906af3286ac3bdf59dff9988eba868c4a9a8..fc050f81eb9452ea5b2c9af8644a6eea3a142a13 100644
--- a/game/overworld-town/special-kylar/abduction.twee
+++ b/game/overworld-town/special-kylar/abduction.twee
@@ -154,7 +154,7 @@ The light flickers again as a thud reverberates through the building. "They need
 <<effects>>
 
 You are in a small room. You see the sky through a thin window near the ceiling.
-<<if !Weather.overcast>>
+<<if !Weather.isOvercast>>
 	<<if Time.dayState is "night">>
 		The stars glimmer.
 	<</if>>
diff --git a/game/overworld-town/special-kylar/main.twee b/game/overworld-town/special-kylar/main.twee
index 563bac6de5cce74ed6b7889a0e55869dd8e2ca4c..8c87a2267291530d5b7c966f385c1a84a1f95b53 100644
--- a/game/overworld-town/special-kylar/main.twee
+++ b/game/overworld-town/special-kylar/main.twee
@@ -4746,7 +4746,7 @@ Kylar nods, still looking at <<his>> feet. <<He>> opens <<his>> mouth to speak,
 <<set $location to "park">><<set $outside to 1>><<effects>><<run statusCheck("Kylar")>>
 <<set $kylar_action to "walk">>
 <<set $dateCount.Total++>><<set $dateCount.Kylar++>>
-<<if !Weather.overcast>>
+<<if !Weather.isOvercast>>
 	<<if $speech_attitude is "meek">>
 		"It's pretty nice today. Can you walk with me?" you ask shyly.
 	<<elseif $speech_attitude is "bratty">>
diff --git a/game/overworld-town/special-kylar/manor.twee b/game/overworld-town/special-kylar/manor.twee
index efbbfff22f0a4bddb4b76e53ec6e033a59a5e650..3a298a0b5ea88be8d4ae97297e3aa0aa91b2ca42 100644
--- a/game/overworld-town/special-kylar/manor.twee
+++ b/game/overworld-town/special-kylar/manor.twee
@@ -126,7 +126,7 @@ You are in Kylar's bedroom. A perpetually active computer sits on the far side,
 <<if Time.dayState is "night">>
 	<<if Weather.precipitation is "rain">>
 		Rain hammers the skylights.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		Moonlight beams through the skylights.
 	<<else>>
 		The skylights are black crystal.
@@ -134,7 +134,7 @@ You are in Kylar's bedroom. A perpetually active computer sits on the far side,
 <<else>>
 	<<if Weather.precipitation is "rain">>
 		Rain hammers the skylights.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		Sunlight pours through the skylights.
 	<<else>>
 		The skylights reveal the clouds above.
diff --git a/game/overworld-town/special-robin/walk.twee b/game/overworld-town/special-robin/walk.twee
index 2d2661533bb6529c28a1a4a7ca829bf2454c5ddb..75a4b5dfca546e8d737c79e833c8243c2de4dea0 100644
--- a/game/overworld-town/special-robin/walk.twee
+++ b/game/overworld-town/special-robin/walk.twee
@@ -888,7 +888,7 @@ The film starts. It's quite frightening. You think you're getting used to it whe
 	<br>
 	<<link [[Cheer from a distance|Robin Forest Cheer]]>><<npcincr Robin love 1>><</link>><<glove>>
 	<br>
-<<elseif Weather.overcast>>
+<<elseif Weather.isOvercast>>
 	Before you can sit down, however, the wind picks up. It's strong enough to pick up the rug and scatter the contents of the picnic basket towards the surrounding trees. "No, the food!" <<He>> catches the rug before it flies away, but the food is ruined.
 	<<gstress>><<stress 1>>
 	<br><br>
diff --git a/game/overworld-town/special-sydney/walk.twee b/game/overworld-town/special-sydney/walk.twee
index b11f18c9b885e2a6efb278b16ad394ab489cfbbf..cb7b57927b4753ee29e0833656028190dd87eb42 100644
--- a/game/overworld-town/special-sydney/walk.twee
+++ b/game/overworld-town/special-sydney/walk.twee
@@ -1355,7 +1355,7 @@ You arrive at the beach with Sydney.
 		<br>
 	<</if>>
 <<else>>
-	<<if Weather.overcast>>
+	<<if Weather.isOvercast>>
 		The clouds have driven away most would-be visitors, but there are still people strolling along the water's edge.
 	<<else>>
 		It is awash with visitors, children build sandcastles and play in the water while their parents bask in the sun. A group of students are playing volleyball.
@@ -1638,7 +1638,7 @@ You are on the beach with Sydney.
 	<br><br>
 	<<link [[Next|Sydney Beach Changing Room Leave]]>><<pass 25>><</link>>
 <<else>>
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		It is awash with visitors, children build sandcastles and play in the water while their parents bask in the sun. A group of students are playing volleyball.
 	<<else>>
 		The clouds have driven away most would-be visitors, but there are still people strolling along the water's edge.
@@ -1655,7 +1655,7 @@ You are on the beach with Sydney.
 	<</if>>
 	<<link [[Take a walk on the beach (0:30)|Sydney Beach Walk]]>><<athletics 1>><<pass 30>><<stress -6>><<npcincr Sydney love 1>><</link>><<gtiredness>><<gathletics>><<lstress>><<glove>>
 	<br>
-	<<if !Weather.overcast and Time.dayState isnot "night" and $exposed lte 0>>
+	<<if !Weather.isOvercast and Time.dayState isnot "night" and $exposed lte 0>>
 		<<link [[Volleyball|Sydney Beach Volleyball]]>><</link>>
 		<br>
 	<</if>>
@@ -1872,7 +1872,7 @@ This passage should be unreachable. If you're seeing this, you've found a bug. P
 :: Sydney Beach Walk
 <<location "beach">><<effects>><<run statusCheck("Sydney")>>
 You walk along the shore with Sydney.
-<<if !Weather.overcast>>
+<<if !Weather.isOvercast>>
 	<<switch Time.season>>
 		<<case "spring">>
 			A gentle breeze caresses, and the warm sunlight bathes upon you both.
@@ -1910,7 +1910,7 @@ You walk along the shore with Sydney.
 <</if>>
 <<switch random(1, 7)>>
 	<<case 1>>
-		<<if !Weather.overcast>>
+		<<if !Weather.isOvercast>>
 			"What a day. Maybe I'll be a little less pale after this."
 		<<else>>
 			"I prefer cloudy days like this. I have a history of bad sunburns."
diff --git a/game/overworld-town/special-whitney/street.twee b/game/overworld-town/special-whitney/street.twee
index 89d71092496ac9ba96fea34ea2ab9e3cd7d9c605..97d007f0eb9eada774783fa0a23b0d7e9d7f1cdd 100644
--- a/game/overworld-town/special-whitney/street.twee
+++ b/game/overworld-town/special-whitney/street.twee
@@ -237,7 +237,7 @@
 					<br>
 					<<link [[Just keep walking|Street Bully Chocolate]]>><<set $phase to 0>><<npcincr Whitney dom -1>><</link>><<ldom>>
 					<br>
-				<<elseif Weather.overcast>>
+				<<elseif Weather.isOvercast>>
 					You hear footsteps splashing behind you. You turn to catch Whitney leaping right at you.<<stress 10>><<ggstress>>
 					<br><br>
 
diff --git a/game/overworld-underground/loc-cave/beach.twee b/game/overworld-underground/loc-cave/beach.twee
index 6e268d1ff4c90810cea9afea438cdd13472910eb..a24a984b0c2db3cb6449ee756652eaaaa044938b 100644
--- a/game/overworld-underground/loc-cave/beach.twee
+++ b/game/overworld-underground/loc-cave/beach.twee
@@ -130,7 +130,7 @@ You peer into the chest, then feel along the walls.
 You dive beneath the water, and swim. The cave curves upward.
 
 <<if Time.dayState is "night">>
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		You swim toward the moonlight above, emerging in the cold night breeze.
 	<<elseif Weather.precipitation is "rain">>
 		Such is the darkness that it's hard to tell which way is up. You emerge into the sea-borne rain before panic sets in.<<gstress>><<stress 6>>
@@ -138,7 +138,7 @@ You dive beneath the water, and swim. The cave curves upward.
 		Such is the darkness that it's hard to tell which way is up. You emerge into the cold night breeze before panic sets in.<<gstress>><<stress 6>>
 	<</if>>
 <<else>>
-	<<if !Weather.overcast>>
+	<<if !Weather.isOvercast>>
 		You swim toward the sun above, emerging in the cool sea breeze.
 	<<elseif Weather.precipitation is "rain">>
 		You swim toward the light above, emerging in the sea-borne rain.
diff --git a/game/overworld-underground/loc-cave/passout.twee b/game/overworld-underground/loc-cave/passout.twee
index bad1e09e61abcc84689ea86d68bec4d44817c846..28288cc01a97354d87c988f0be1c88b8ede63294 100644
--- a/game/overworld-underground/loc-cave/passout.twee
+++ b/game/overworld-underground/loc-cave/passout.twee
@@ -524,7 +524,7 @@ You glance back. There's another tunnel behind the slug, but no lichen, leaving
 
 	<<if Time.dayState isnot "night">>
 		You hear waves, and see daylight pierce the gloom up ahead.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		You hear waves, and see pale moonlight pierce the gloom up ahead.
 	<<else>>
 		You hear waves up ahead.
@@ -557,7 +557,7 @@ You glance back. There's another tunnel behind the slug, but no lichen, leaving
 	You feel your way along the walls as the tunnel takes you higher,
 	<<if Time.dayState isnot "night">>
 		until daylight pierces the dark up ahead.
-	<<elseif !Weather.overcast>>
+	<<elseif !Weather.isOvercast>>
 		until moonlight pierces the dark up ahead.
 	<<else>>
 		until you feel a breeze. It smells of the forest.
diff --git a/img/misc/locations/beach/reflective.png b/img/misc/locations/beach/reflective.png
index 89bd14ecfc8dd66f3d6d803d9087026844d40e95..1581a88ced40fe98c12e7734c7593105fb1e929e 100644
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