Sorry, but the fact that you choose to not use variables make your game look dumb.
Like the introduction state that the captain is really strict, I decided to be a god boy and to politely wait for her. Then later I read this sentence "after what I saw in the police shower"... Well, sorry, but no, I saw nothing in the police station's shower, especially not the hot body of the captain.
Either you give choice to the player, and you take count of what he decided, or you tell the story you want and don't give choice. But you can't do both at the same time without ruining everything.
It's not really difficult to do, something like :
Python:
# Default value. Need to be put outside of any label for save compatibility purpose.
# Preferably on top of the file to ease your own work.
default d1Shower = False
[...]
label choice2_bath:
# MC take a look at Valire's hot body
$ d1Shower = True
scene interegation room1a
[...]
scene corabath1b
with ld
with vpunch
# Only if the player have took a look.
if d1Shower is True:
m " ( *I think I hit the jackpot today .... after what I saw in the police shower and [v]'s hot body {p=0.5} I think I will play for a while *)"
# If he simply waited.
else:
m " (* I think I will play for a while *)"
m" (* Look at that fine piece that makes you die to bury your face between them. Staying days there just to have your enough from .mmmmm Ymi.Ymi *)"
And suddenly your game become better.