<game>
	<ErrorScript>
		<speech id="0">
			<conversation id="0">
				<dialog id="0" dialogtext="I should have known something wasn't right."
					speechtype="0" character="" />
			</conversation>
			<conversation id="1">
				<dialog id="0" dialogtext="Well, it was worth a try."
					speechtype="0" character="" />
			</conversation>
			<conversation id="2">
				<dialog id="0" dialogtext="I think I should try something else."
				 speechtype="0"	character="" />
			</conversation>
			<conversation id="3">
				<dialog id="0" dialogtext="Hmm. Did I miss something?"
					speechtype="0" character="" />
			</conversation>
			<conversation id="4">
				<dialog id="0" dialogtext="I had a feeling that wasn't going to work."
					speechtype="0" character="" />
			</conversation>
			<conversation id="5">
				<dialog id="0" dialogtext="Close, but not close enough."
					speechtype="0" character="" />
			</conversation>
			<conversation id="6">
				<dialog id="0" dialogtext="Something else might work better."
					speechtype="0" character="" />
			</conversation>
			<conversation id="7">
				<dialog id="0" dialogtext="That didn't go as well as I had hoped."
					speechtype="0" character="" />
			</conversation>
		</speech>
	</ErrorScript>

	<GeneralSpeech>
		<!-- map speech -->
		<speech id="0">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Now that I have a map, I can use it to explore the place."
					speechtype="0" character="Amy" />
			</conversation>
		</speech>

		<!-- spinner puzzle speech -->
		<speech id="1">
			<conversation id="0">
				<dialog id="0"
					dialogtext=""
					speechtype="0" character="Amy" />
			</conversation>
		</speech>

		<!-- hint  speech -->
		<speech id="2">
			<conversation id="0">
				<dialog id="0" dialogtext="Patience is a virtue..."
					speechtype="0" character="Amy" />
			</conversation>
		</speech>
	</GeneralSpeech>

	<Tutorial>
		<speech id="0">
			<conversation id="0">
				<dialog id="0"
					dialogtext="The hand appears when you can interact with an object." />
			</conversation>
			<conversation id="1">
				<dialog id="0"
					dialogtext="The zoom icon appears when you can take a closer look at an area." />
			</conversation>
			<conversation id="2">
				<dialog id="0"
					dialogtext="Some of the items you find will be stored in the inventory. Pick up the crowbar and use it to open the crate." />
			</conversation>
			<conversation id="3">
				<dialog id="0"
					dialogtext="The navigation cursor appears when you can move to another scene." />
			</conversation>
			<conversation id="4">
				<dialog id="0"
					dialogtext="A sparkling area indicates a hidden-object puzzle." />
			</conversation>
			<conversation id="5">
				<dialog id="0" dialogtext="&#10;Find all of the hidden objects in the list." />
			</conversation>
			<conversation id="6">
				<dialog id="0"
					dialogtext="Items listed in white require an additional interaction to find. Use the knife to slice the watermelon." />
			</conversation>
			<conversation id="7">
				<dialog id="0"
					dialogtext="If you get stuck, the hint button will give you a clue to the next action." />
			</conversation>
			<conversation id="8">
				<dialog id="0"
					dialogtext="The speech icon appears when you can interact with a character." />
			</conversation>
			<conversation id="9">
				<dialog id="0"
					dialogtext="If you get stuck during a puzzle, you can use the skip button once it has charged." />
			</conversation>
			<conversation id="10">
				<dialog id="0"
					dialogtext="&#10;Use this button to get instructions for the puzzle." />
			</conversation>
			<conversation id="11">
				<dialog id="0"
					dialogtext="The Cryptic Disk will glow if there are hidden symbols in an area. Pick up the disk and scan the scene to find them." />
			</conversation>
			<conversation id="12">
				<dialog id="0"
					dialogtext="&#10;Use the crowbar to pull out the wooden planks." />
			</conversation>
			<conversation id="13">
				<dialog id="0"
					dialogtext="&#10;You can use the map to navigate to other areas." />
			</conversation>
			<conversation id="14">
				<dialog id="0"
					dialogtext="Use the map for quick navigation and to find active areas." />
			</conversation>
			<conversation id="15">
				<dialog id="0" dialogtext="&#10;A spinning gyroscope indicates a puzzle." />
			</conversation>
		</speech>
	</Tutorial>

	<RewardMessages>
		<reward id="0">
			<dialog id="0"
				dialogtext="Complete the first hidden-object puzzle without using a hint."
				character="Eagle Bust" />
		</reward>
		<reward id="1">
			<dialog id="0" dialogtext="Complete the first puzzle without using a hint."
				character="Heart Trinket" />
		</reward>
		<reward id="2">
			<dialog id="0" dialogtext="Escape from Crowefelter Mansion."
				character="Custom-made Gun" />
		</reward>
		<reward id="3">
			<dialog id="0"
				dialogtext="Complete three hidden-object puzzles in a row without using a hint."
				character="Diamond Ring" />
		</reward>
		<reward id="4">
			<dialog id="0"
				dialogtext="Complete three puzzles in a row without using the skip option."
				character="Ornate Vase" />
		</reward>
		<reward id="5">
			<dialog id="0"
				dialogtext="Complete a hidden-object puzzle in one minute."
				character="Timepiece" />
		</reward>
		<reward id="6">
			<dialog id="0" dialogtext="Complete a puzzle in one minute."
				character="Hourglass" />
		</reward>
		<reward id="7">
			<dialog id="0" dialogtext="Find all pages of the book."
				character="Book of Secrets" />
		</reward>
		<reward id="8">
			<dialog id="0" dialogtext="Revive the Captain Draug."
				character="Eagle Warrior Statue" />
		</reward>
		<reward id="9">
			<dialog id="0"
				dialogtext="Kill all three Draugs using the Captain Draug."
				character="Eagle Warrior Statue" />
		</reward>
		<reward id="10">
			<dialog id="0" dialogtext="Find Daniel." character="Photoframe" />
		</reward>
		<reward id="11">
			<dialog id="0" dialogtext="Raise the Santiago inside the cave."
				character="Model Ship" />
		</reward>
		<reward id="12">
			<dialog id="0"
				dialogtext="Discover the underground cave network using the submersible."
				character="Golden Compass" />
		</reward>
		<reward id="13">
			<dialog id="0"
				dialogtext="Pacify the snake, the dog, the chameleon, and the piranha."
				character="Octopus Trinket" />
		</reward>
		<reward id="14">
			<dialog id="0" dialogtext="Ward off the Black Serpent."
				character="Cobra Jewelry" />
		</reward>
		<reward id="15">
			<dialog id="0" dialogtext="Find the Cobra's Eye."
				character="Vajra Statue" />
		</reward>
		<reward id="16">
			<dialog id="0" dialogtext="Escape from the dungeon."
				character="Battering Ram Model" />
		</reward>
		<reward id="17">
			<dialog id="0" dialogtext="Kill the Pirate Draug."
				character="Eagle Warrior Statue " />
		</reward>
	</RewardMessages>




	<MovieSpeech>
		<video id="video0">
			<speech id="0">
				<conversation id="0">
					<dialog id="0" dialogtext="In an age when history and legend were one and the same,"
						character="Daniel" />
				</conversation>
				<conversation id="1">
					<dialog id="0" dialogtext="an epic battle took place"
					 character="Daniel" />
				</conversation>
				<conversation id="2">
					<dialog id="0" dialogtext="between a warrior chosen by destiny"
					character="Daniel" />
				</conversation>
				<conversation id="3">
					<dialog id="0" dialogtext="and a creature driven by fury."
					character="Daniel" />
				</conversation>
				<conversation id="4">
					<dialog id="0" dialogtext="When the battle came to an end, the creature lay slain,"
						character="Draug" />
				</conversation>
				<conversation id="5">
					<dialog id="0" dialogtext="and the warrior took her prize – the mystical gem from the creature's hood."
						character="Daniel" />
				</conversation>
				<conversation id="6">
					<dialog id="0" dialogtext="No one knows what happened to the gem..."
					 character="Daniel" />
				</conversation>
				<conversation id="7">
					<dialog id="0" dialogtext="But over time, its story became one of the most enigmatic legends of the East."
						character="Daniel" />
				</conversation>
				<conversation id="8">
					<dialog id="0" dialogtext="And the gem became known only by its name..."
						character="Daniel" />
				</conversation>
				<conversation id="9">
					<dialog id="0" dialogtext="It was called... the Cobra's Eye."
						character="Daniel" />
				</conversation>
			</speech>
		</video>
		<video id="video1">
			<speech id="0">
				<conversation id="0">
					<dialog id="0"
						dialogtext="I was desperate to erase the shame my ancestors left behind... So I drove away the thing that mattered to me the most."
						character="Daniel" />
				</conversation>
				<conversation id="1">
					<dialog id="0" dialogtext="Catherine..." character="Daniel" />
				</conversation>
				<conversation id="2">
					<dialog id="0"
						dialogtext="You came into my life and gave me hope that I could be better than what I am."
						character="Daniel" />
				</conversation>
				<conversation id="3">
					<dialog id="0" dialogtext="I'm sorry..." character="Daniel" />
				</conversation>
				<conversation id="4">
					<dialog id="0"
						dialogtext="The loss of your love isn't what you should be worried about, Daniel."
						character="Draug" />
				</conversation>
				<conversation id="5">
					<dialog id="0" dialogtext="No... This can't be real - you don't exist!"
						character="Daniel" />
				</conversation>
				<conversation id="6">
					<dialog id="0" dialogtext="" character="Daniel" />
				</conversation>
				<conversation id="7">
					<dialog id="0"
						dialogtext="The Port of Cochin... I didn't think I'd be back here so soon. Every corner of this place reminds me of Daniel."
						character="Catherine" />
				</conversation>
				<conversation id="8">
					<dialog id="0"
						dialogtext="I was so angry when he pushed me away, but now I realize how empty my life is without him..."
						character="Catherine" />
				</conversation>
				<conversation id="9">
					<dialog id="0"
						dialogtext="I lost you once, Daniel. I refuse to lose you again."
						character="Catherine" />
				</conversation>
			</speech>
		</video>

		<video id="L0_Video3">
			<speech id="0">
				<conversation id="0">
					<dialog id="0" dialogtext="Something’s coming..." character="Antonio0" />
				</conversation>
				<conversation id="1">
					<dialog id="0" dialogtext="It’s a Draug!" character="Antonio0" />
				</conversation>
				<conversation id="2">
					<dialog id="0"
						dialogtext="Go, Catherine. I'll buy you some time - you must find Daniel! Go!"
						character="Antonio0" />
				</conversation>
				<conversation id="3">
					<dialog id="0" dialogtext="Please, come with me!"
					 character="Catherine" />
				</conversation>
				<conversation id="4">
					<dialog id="0"
						dialogtext="No, Catherine - GO! I won’t let you take her, you despicable creature!"
						character="Antonio0" />
				</conversation>
				<conversation id="5">
					<dialog id="0" dialogtext="Very well, then. You will suffice for now!"
						character="Draug" />
				</conversation>
				<conversation id="6">
					<dialog id="0" dialogtext="Ahh!"
					 character="Antonio0" />
				</conversation>
				<conversation id="7">
					<dialog id="0" dialogtext="He's gone..."
					 character="Catherine" />
				</conversation>
			</speech>
		</video>

		<video id="L0_Video0">
			<speech id="0">
				<conversation id="0">
					<dialog id="0" dialogtext="Who is that? Antonio? How did he get all the way up there?"
						character="Catherine" />
				</conversation>
				<conversation id="1">
					<dialog id="0" dialogtext="It’s a trap!"
					 character="Catherine" />
				</conversation>
				<conversation id="2">
					<dialog id="0" dialogtext="Oh no! Antonio is on the boat!"
						character="Catherine" />
				</conversation>
				<conversation id="3">
					<dialog id="0"
						dialogtext="Catherine! Don’t let the fire burn down this boat!"
						character="Antonio0" />
				</conversation>
			</speech>
		</video>

		<video id="L3_Video0">
			<speech id="0">
				<conversation id="0">
					<dialog id="0"
						dialogtext="Antonio... Oh no! Stop!"
						character="Catherine" />
				</conversation>
				<conversation id="1">
					<dialog id="0"
						dialogtext="Just find Daniel. You're his only hope..."
						character="Catherine" />
				</conversation>
				<conversation id="2">
					<dialog id="0" dialogtext="We'll see about that, you insignificant mortal!"
						character="Villain" />
				</conversation>
				<conversation id="3">
					<dialog id="0" dialogtext="No... Stop! Please!" character="Catherine" />
				</conversation>
				<conversation id="4">
					<dialog id="0" dialogtext="Fool! Now it’s your turn to die!"
						character="Villain" />
				</conversation>
			</speech>
		</video>

		<video id="L4_Video0">
			<speech id="0">
				<conversation id="0">
					<dialog id="0" dialogtext="What was that noise? Am I being watched?"
						character="Catherine" />
				</conversation>
				<conversation id="1">
					<dialog id="0" dialogtext="What in the world is that?"
						character="Catherine" />
				</conversation>
				<conversation id="2">
					<dialog id="0" dialogtext="Oh... That’s not good."
					 character="Catherine" />
				</conversation>
				<conversation id="3">
					<dialog id="0"
						dialogtext="A mechanical scorpion? That’s really not good at all..."
						character="Catherine" />
				</conversation>
			</speech>
		</video>

		<video id="L7_Video0">
			<speech id="0">
				<conversation id="0">
					<dialog id="0"
						dialogtext="I'm sorry to trouble you at such a late hour. I'm--"
						character="Catherine" />
				</conversation>
				<conversation id="1">
					<dialog id="0"
						dialogtext="Catherine Taylor... I recognize you. Daniel always kept a picture of you with him. But you're taller than I expected."
						character="Villain" />
				</conversation>
				<conversation id="2">
					<dialog id="0"
						dialogtext="And I was expecting someone... older. I don't think we've ever met, Mr. Crowe."
						character="Catherine" />
				</conversation>
				<conversation id="3">
					<dialog id="0"
						dialogtext="Please, call me Clive. And welcome to Crowefelter Mansion."
						character="Villain" />
				</conversation>
			</speech>
		</video>
		<video id="L10_Video0">
			<speech id="0">
				<conversation id="0">
					<dialog id="0"
						dialogtext="Is that the same man who tried to destroy the boat?"
						character="Catherine" />
				</conversation>
				<conversation id="1">
					<dialog id="0" dialogtext="Not again!"
						character="Villain" />
				</conversation>
				<conversation id="2">
					<dialog id="0" dialogtext="A message? Honestly, that's not very polite."
						character="Catherine" />
				</conversation>
			</speech>
		</video>
		<video id="L10_Video1">
			<speech id="0">
				<conversation id="0">
					<dialog id="0"
						dialogtext="I have a bad feeling I might need to get a new pair of gloves after this."
						character="Catherine" />
				</conversation>
				<conversation id="1">
					<dialog id="0" dialogtext="Yes!"
					 character="Villain" />
				</conversation>
				<conversation id="2">
					<dialog id="0"
						dialogtext="This is a bad idea... Oh, boy. This is a really, really bad idea..."
						character="Catherine" />
				</conversation>
				<conversation id="3">
					<dialog id="0" dialogtext="I’m definitely overdressed for this."
						character="Catherine" />
				</conversation>
			</speech>
		</video>
		<video id="L50_Video0">
			<speech id="0">
				<conversation id="0">
					<dialog id="0" dialogtext="OK, I'm down to my last matchstick. No problem. Come on... Light."
						character="Catherine" />
				</conversation>
				<conversation id="1">
					<dialog id="0" dialogtext="Yes! Let there be light!"
					 character="Villain" />
				</conversation>
				<conversation id="2">
					<dialog id="0" dialogtext="The last thing I remember was... writing a letter. And then the Draug came..."
						character="Catherine" />
				</conversation>
				<conversation id="3">
					<dialog id="0" dialogtext="What happened after that? Where am I?"
						character="Catherine" />
				</conversation>
				<conversation id="4">
					<dialog id="0" dialogtext="I know Catherine would never give up on me. I just have to stay alive until she finds me..."
						character="Catherine" />
				</conversation>
			</speech>
		</video>
	</MovieSpeech>


	<level id="L0">
		<!--Antonio's Dialogue-->
		<speech id="0">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Catherine? I'm Antonio Diego, a friend of Daniel's. I'm the one who sent you the telegram."
					character="Antonio" />
				<dialog id="1"
					dialogtext="Of course. Daniel used to mention your name... But I haven't heard from him in six months. What's happened?"
					character="Catherine" />
				<dialog id="2"
					dialogtext="Daniel hasn't been himself since you left. Then, three days ago, he went missing."
					character="Antonio" />
				<dialog id="3"
					dialogtext="It wasn't my choice to leave, I'm afraid. But now that I'm back, I'll do everything I can to help find him."
					character="Catherine" />
				<dialog id="4"
					dialogtext="Thank you. But you must be careful. There have been... strange things happening in the city recently."
					character="Antonio" />
				<dialog id="5"
					dialogtext="Here - this book belonged to Daniel. We might find more information on his boat."
					character="Antonio" characterFLV="AntonioWithBook" />
			</conversation>

			<conversation id="1">
				<dialog id="0"
					dialogtext="Daniel used to say that there were pages in the book that were for your eyes only."
					character="Antonio" />
				<dialog id="1"
					dialogtext="The pages will be revealed when you find certain symbols hidden around the city."
					character="Antonio" />
				<dialog id="2"
					dialogtext="He said you could find the symbols using this - it is a Cryptic Disk."
					character="Antonio" />
				<dialog id="3"
					dialogtext="Once the symbols are found and replicated on the disk, the pages will be revealed."
					character="Antonio" characterFLV="AntonioWithDisc" />
			</conversation>

			<conversation id="2">
				<dialog id="0"
					dialogtext="..."
					character="Antonio" />
			</conversation>
			<conversation id="3">
				<dialog id="0"
					dialogtext="There are clues on the boat that could lead us to Daniel. You need to check it thoroughly."
					character="Antonio" />

			</conversation>
		</speech>

		<!--step pop up -->
		<speech id="1">
			<!--bucket with water destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I have to put out the fire before it burns the boat down."
					character="" />
			</conversation>

			<!-- wooden blocks destination -->
			<conversation id="1">
				<dialog id="0" dialogtext="Hmm. I'll have to find some replacement steps."
					character="Amy" />
			</conversation>
		</speech>

		<!--water pop up -->
		<speech id="2">
			<!--bucket destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="I could get some water here."
					character="" />
			</conversation>
		</speech>

		<!--box pop up -->
		<speech id="3">
			<!--crowbar destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="I'll have to open this crate somehow."
					character="" />
			</conversation>
		</speech>

		<!--water pop up -->
		<speech id="4">
			<!--fishing rod desination -->
			<conversation id="0">
				<dialog id="0" dialogtext="Humph! The wrench is just a little too far away."
					character="" />
			</conversation>
		</speech>

		<!--chest pop up -->
		<speech id="5">
			<!--InsigniaRing destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="A rose engraving... It reminds me of the ring Daniel always wore."
					character="" />
			</conversation>
		</speech>

		<!--gate pop up -->
		<speech id="6">
			<!--clue -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Locked. There must be a proper order for these scorpions... and this isn't it."
					character="" />
			</conversation>

			<!--hint speech -->
			<conversation id="1">
				<dialog id="0"
					dialogtext="The scorpions must need to be in specific positions."
					character="" />
			</conversation>
		</speech>

		<!-- click area-->
		<speech id="7">
			<!--ship-->
			<conversation id="0">
				<dialog id="0"
					dialogtext="That's Daniel's boat. I remember the day she first set sail..."
					character="" />
			</conversation>
			<!--bridge-->
			<conversation id="1">
				<dialog id="0"
					dialogtext="That bridge leads straight to the mansion on the cliff."
					character="" />
			</conversation>

			<!--speech after antonio gone-->
			<conversation id="2">
				<dialog id="0"
					dialogtext="What was that... thing?! Poor Antonio. Looks like I have two men to save now."
					character="" />
			</conversation>
		</speech>
	</level>

	<level id="L1">
		<!--Bulb destination-->
		<speech id="0">
			<conversation id="0">
				<dialog id="0"
					dialogtext="I can't see anything in this darkness. I need a spare bulb."
					character="Antonio" />
			</conversation>
		</speech>

		<!--Porthole popup -->
		<speech id="1">
			<!--StarKey destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="A star-shaped symbol... It must be a slot for a key."
					character="" />
			</conversation>
		</speech>

		<!--Locker popup -->
		<speech id="2">
			<!--LockerKnob destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I wonder what's inside this locker... I'll never find out without the missing knob."
					character="" />
			</conversation>
		</speech>

		<!--Locker  pop up -->
		<speech id="3">
			<!--pliers destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Hmm... I'll have to pull out those nails somehow."
					character="" />
			</conversation>
		</speech>

		<!--hatch pop up -->
		<speech id="4">
			<!--helmet key desination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="A diving helmet as a lock? Interesting. I suppose the key matches it."
					character="" />
			</conversation>
		</speech>

		<!--ceiling popup -->
		<speech id="5">
			<!--rag destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Ugh. Daniel never was much for dusting. But... is there something imprinted on the glass?"
					character="" />
			</conversation>

			<!--scorpion symbols -->
			<conversation id="1">
				<dialog id="0"
					dialogtext="These symbols look awfully familiar..."
					character="" />
			</conversation>
		</speech>

		<!--table pop up -->
		<speech id="6">
			<!--lion heads destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="How odd. These lions are missing their heads."
					character="" />
			</conversation>
		</speech>

		<!--door-->
		<speech id="7">
			<conversation id="0">
				<dialog id="0"
					dialogtext="This door leads to the interior of the boat, but it's locked up tight."
					character="" />
			</conversation>
		</speech>

		<!--Antonio-->
		<speech id="8">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Thank you, Catherine. We nearly lost all of these clues to the fire."
					character="Antonio" />
				<dialog id="1"
					dialogtext="Daniel had an associate, a powerful merchant named Clive Crowe. He lives in the mansion on top of the cliff."
					character="Antonio" />
				<dialog id="2"
					dialogtext="I've never had any luck meeting the man. Maybe you could give it a try."
					character="Antonio" />
			</conversation>
		</speech>

	</level>

	<!-- L2 -->
	<level id="L2">
		<!--Submersible popup -->
		<speech id="0">
			<!--SubmersibleKey destination-->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Ooh, I've always wanted to be an underwater explorer. I just need a key to the submersible."
					character="Antonio" />
			</conversation>
		</speech>

		<!--Pictron Projector popup -->
		<speech id="1">
			<!--Pictron Lenses destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="It's... some kind of projector. Not much use without lenses, though."
					character="" />
			</conversation>
		</speech>

		<!--Healing potion Preparation popup -->
		<speech id="2">
			<!--
				Potion Note destination,Coral Scrapings box,Pearl Serum ,Jelly Fish
				Poison
			-->
			<conversation id="0">
				<dialog id="0"
					dialogtext="There are definitely some things missing from this experiment desk."
					character="" />
			</conversation>

			<!--Coral Scrapings grind destination -->
			<conversation id="1">
				<dialog id="0" dialogtext="The coral scrapings must be finely ground."
					character="" />
			</conversation>

			<!--Coral Scrapings Paste beaker destination -->
			<conversation id="2">
				<dialog id="0"
					dialogtext="I should pour the coral scrapings into the beaker."
					character="" />
			</conversation>

			<!--Pearl Serum destination -->
			<conversation id="3">
				<dialog id="0"
					dialogtext="The pearl serum should be poured into the beaker after the coral scrapings have been added."
					character="" />
			</conversation>

			<!--Jelly_Fish_Poison destination -->
			<conversation id="4">
				<dialog id="0" dialogtext="Oh dear. The jellyfish poison should be added last."
					character="" />
			</conversation>
		</speech>

		<!--Cave Map  pop up -->
		<speech id="3">
			<!--Cave_Map destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="If the projector has a secret to reveal, I suppose I'll need to set up a screen."
					character="" />
			</conversation>
		</speech>
	</level>

	<!-- Fishing Nets -->
	<level id="L3">
		<!--Gargoyle Statue popup -->
		<speech id="0">
			<!--StoneSword destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="The gargoyle statue is missing its weapon."
					character="" />
			</conversation>

			<!--SharkMotif destination -->
			<conversation id="1">
				<dialog id="0"
					dialogtext="I think there's some kind of shark motif missing from the base of this statue."
					character="" />
			</conversation>
		</speech>

		<!--Antonio’s Foot popup -->
		<speech id="1">
			<!--Knife destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Aha! There's something hidden in the heel of Antonio's shoe."
					character="" />
			</conversation>
		</speech>

		<!-- dog popup -->
		<speech id="2">
			<!-- Bone destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Oh! What a... nice doggie. Let me just find you something to chew on other than me."
					character="" />
			</conversation>

		</speech>

		<!--Fishing Net Operating Unit popup -->
		<speech id="3">
			<!-- WoodenGears destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="I should find the gears for this contraption."
					character="" />
			</conversation>

			<!-- chain destination -->
			<conversation id="1">
				<dialog id="0"
					dialogtext="If I could find another chain, I could use this thing to raise the fishing net."
					character="" />
			</conversation>

			<!-- if chain placed before gear -->
			<conversation id="2">
				<dialog id="0"
					dialogtext="Hmm. That's right... but I have to find the missing gears first."
					character="" />
			</conversation>
		</speech>

		<!-- axe  -->
		<speech id="4">
			<!--axe handle destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="An axe head. Wonderful. Now I just need a handle."
					character="" />
			</conversation>
		</speech>

		<!-- fishing net popup  -->
		<speech id="5">
			<!-- dead body click -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Is he alive? He certainly won't be for long unless I do something quick."
					character="" />
			</conversation>

			<conversation id="1">
				<dialog id="0"
					dialogtext="A fishing net... Not exactly an uncommon sight along the coastline of Cochin."
					character="" />
			</conversation>
		</speech>

		<!-- dog click Area  -->
		<speech id="6">
			<!--dog destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="See? I knew you were a nice dog. You just needed a hobby."
					character="" />
			</conversation>
		</speech>
		<speech id="7">
			<!--cover message lid -->
			<conversation id="0">
				<dialog id="0" dialogtext="Claw marks? Strange."
					character="" />
			</conversation>
		</speech>
	</level>

	<!-- Scorpion Cove -->
	<level id="L4">
		<!--/Pillar Chamber popup-->
		<speech id="0">
			<!--Scorpion Pendant destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I wonder what's inside this chamber."
					character="" />
			</conversation>
		</speech>

		<!--Crane popup -->
		<speech id="1">
			<!--CraneKey destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="The crane won't work without a key."
					character="" />
			</conversation>
			<conversation id="1">
				<dialog id="0"
					dialogtext="I could use the crane to crush the scorpion... Assuming I had the key, of course."
					character="" />
			</conversation>
		</speech>

		<!-- Acid Vial popup -->
		<speech id="2">
			<!--wrench destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I think there's something hidden in these steps... I need the right tool to find out."
					character="" />
			</conversation>
		</speech>

		<!--Platform popup -->
		<speech id="3">
			<!--Scorpion_Figurine destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="A scorpion figurine would be useful right about now."
					character="" />
			</conversation>
		</speech>
		<speech id="4">
			<!--Crane -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I hate to be nosey, but I really want to know what's in those boxes."
					character="" />
			</conversation>
			<!--Windmill -->
			<conversation id="1">
				<dialog id="0"
					dialogtext="Strange... What's the purpose of a windmill in this part of the port?"
					character="" />
			</conversation>
			<!--Cannon -->
			<conversation id="2">
				<dialog id="0"
					dialogtext="This Pegasus statue looks practically ready to take flight."
					character="" />
			</conversation>
			<!--Tower -->
			<conversation id="3">
				<dialog id="0"
					dialogtext="The torch on top of that tower lights up the entire area."
					character="" />
			</conversation>
			<!--scorpion on the tower  -->
			<conversation id="4">
				<dialog id="0"
					dialogtext="What a hideous scorpion sculpture. It seems to be serving as guardian to the tower."
					character="" />
			</conversation>
			<!--raven island  -->
			<conversation id="5">
				<dialog id="0"
					dialogtext="Raven Island appears to be experiencing some sort of unexplained activity."
					character="" />
			</conversation>
			<!--scorpion  -->
			<conversation id="6">
				<dialog id="0"
					dialogtext="A mechanical scorpion. So the tower wasn't left without a guard after all."
					character="" />
			</conversation>
		</speech>
		<!--Pegasus popup -->
		<speech id="5">
			<conversation id="0">
				<dialog id="0"
					dialogtext="The slot on its chest looks a lot like a Pegasus."
					character="" />
			</conversation>
		</speech>
		<!--after video 1 message -->
		<speech id="6">
			<conversation id="0">
				<dialog id="0"
					dialogtext="What on Earth? That couldn't have been... Did I just see a ghost ship?"
					character="" />
			</conversation>
		</speech>
		<!--/Pillar Chamber popup-->
		<speech id="7">
			<!--Scorpion claw destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="One of the scorpion claws is missing."
					character="" />
			</conversation>
		</speech>
		

	</level>

	<!-- Crowefelter Gate-->
	<level id="L5">
		<!--Second S entry popup-->
		<speech id="0">
			<!--BridgeKey destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="There's a lock device inside this contraption... and the slot below looks a lot like an airship."
					character="" />
			</conversation>
		</speech>

		<!--tree hole popup -->
		<speech id="1">
			<!--Snake Catcher destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Uh-uh. There's no way I'm going near that snake without the proper tool in hand."
					character="" />
			</conversation>
		</speech>

		<!-- first S entry popup -->
		<speech id="2">
			<!--EntryCard destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="This device might open the gate. But I need to get rid of the beam blocking the gate first."
					character="" />
			</conversation>
			<conversation id="1">
				<dialog id="0"
					dialogtext="Hmm. It looks like I need to insert an entry card to open the gate."
					character="" />
			</conversation>
		</speech>

		<!--padlock popup -->
		<speech id="3">
			<!--Acid Bottle destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Right. There's no way I can lift that giant beam. Perhaps I can... weaken it somehow."
					character="" />
			</conversation>
		</speech>

		<!--cannon pop up -->
		<speech id="4">
			<!--Snake Catcher destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Honestly, who stores a chain at the back of a cannon? Hmm. Well, I can't reach it by hand."
					character="" />
			</conversation>
		</speech>

		<!-- Area Messages -->
		<speech id="5">
			<!--Lionhead -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Interesting... The arch above the gate looks just like the bow of a ship."
					character="" />
			</conversation>

			<!--The mansion tower -->
			<conversation id="1">
				<dialog id="0"
					dialogtext="Crowefelter Mansion. I once heard this place was built way back in the 1500s."
					character="" />
			</conversation>

			<!--Right Cannon -->
			<conversation id="2">
				<dialog id="0"
					dialogtext="This cannon may have once protected our shores. Now... it's just sitting here."
					character="" />
			</conversation>

			<!--door -->
			<conversation id="3">
				<dialog id="0"
					dialogtext="The job is half done. Now I just need to use an entry card on the device up above."
					character="" />
			</conversation>
		</speech>
		<speech id="6">
			<!-- on handle click message in popup -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I need to get rid of the beam on the gate first."
					character="" />
			</conversation>
		</speech>
		<speech id="7">
			<!-- on Using entry card -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I need to remove the metal beam from the gate before turning the knob."
					character="" />
			</conversation>
		</speech>
		

	</level>

	<!-- Courtyard-->
	<level id="L6">
		<!--Windmill Chamber popup-->
		<speech id="0">
			<!--Belt destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="What an adorable miniature windmill... But one of its driving belts is missing."
					character="" />
			</conversation>
		</speech>

		<!-- Leaves popup -->
		<speech id="1">
			<!--Garden_Rake destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="There's something underneath those leaves."
					character="" />
			</conversation>
		</speech>

		<!-- Door popup -->
		<speech id="2">
			<!--DoorKnocker destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="I can't very well make an entrance without a door knocker."
					character="" />
			</conversation>
		</speech>

		<!--Stone Sword popup -->
		<speech id="3">
			<!--Hammer destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="This must be the stone sword that belongs with the gargoyle statue."
					character="" />
			</conversation>
		</speech>

		<!--Gyroscope Platform pop up -->
		<speech id="4">
			<!--Moon,sun,stardestination-->
			<conversation id="0">
				<dialog id="0" dialogtext="Three empty grooves..." character="" />
			</conversation>
		</speech>

		<!-- Area Messages -->
		<speech id="5">
			<!--Windmill -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="People in Cochin have certainly become smitten with windmills since I was last here."
					character="" />
			</conversation>

			<!--The mansion -->
			<conversation id="1">
				<dialog id="0"
					dialogtext="Crowefelter Mansion. I once heard this place was built way back in the 1500s."
					character="" />
			</conversation>

			<!--door to L7 -->
			<conversation id="2">
				<dialog id="0"
					dialogtext="I'll have to use my escape route to get back inside the mansion from now on."
					character="" />
			</conversation>
		</speech>
		<!--pop up inner click message-->
		<speech id="6">
			<conversation id="0">
				<dialog id="0" dialogtext="I swear I saw someone there..." character="" />
			</conversation>
		</speech>

	</level>

	<!-- Courtyard-->
	<level id="L7">
		<!--Eagle popup popup-->
		<speech id="0">
			<!--Bird_Pacifier destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="What a cantankerous bird! I'll have to subdue it so I can look at the table."
					character="" />
			</conversation>

			<!--Shield destination -->
			<conversation id="1">
				<dialog id="0"
					dialogtext="The shield could be the key to Clive's room."
					character="" />
			</conversation>
		</speech>

		<!-- fountain popup -->
		<speech id="1">
			<!--Fish destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="There's a marble fish missing from this fountain."
					character="" />
			</conversation>
		</speech>

		<!-- Vase Stand popup -->
		<speech id="2">
			<!--GlassCube destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="The glass cubes on this box are glowing. Well, all except the one that's missing."
					character="" />
			</conversation>
		</speech>

		<!--wall embellishment popup -->
		<speech id="3">
			<!--Hex Key destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Wasn't there a sun, a star, and a moon missing from the gyroscope platform outside?"
					character="" />
			</conversation>
		</speech>

		<!--door pop up -->
		<speech id="4">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Hey! Why is this door locked? Am I a guest here... or a prisoner?"
					character="" />
			</conversation>
		</speech>

		<speech id="5">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Daniel and I were looking for a lost Portuguese vessel - the Santiago."
					character="Villon" />
				<dialog id="1"
					dialogtext="If you were so close, why didn't you contact me to let me know he had gone missing?"
					character="Catherine" />
				<dialog id="2"
					dialogtext="Well, you know Daniel. He can get so... distracted. I thought he'd gone off on one of his wild goose chases."
					character="Villon" />
				<dialog id="3"
					dialogtext="I'd like to help find him. If there's anything I can do..."
					character="Catherine" />
				<dialog id="4"
					dialogtext="I like your tenacity. But this is a dangerous town. You're better off waiting here than running around outside at such a late hour."
					character="Villon" />
				<dialog id="5"
					dialogtext="That's very kind of you, Clive. But I didn't come all this way to take a rest."
					character="Catherine" />
				<dialog id="6"
					dialogtext="Everything is being done to find him. My men are at the docks awaiting instructions. Now, please excuse me. I'll be back in a while."
					character="Villon" />
			</conversation>
		</speech>

		<!--owl pop up -->
		<!--owl destination -->
		<speech id="6">
			<conversation id="0">
				<dialog id="0" dialogtext="I think there's a wooden owlet missing from here."
					character="" />
			</conversation>
		</speech>
		<speech id="7">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Siamese fighting fish... They never get along. Just like some of the men I know."
					character="" />
			</conversation>
		</speech>
		<speech id="8"><!--after movie -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="What just happened? Was that... a Draug changing into human form?"
					character="" />
			</conversation>
		</speech>

	</level>

	<!-- Museum -->
	<level id="L9">
		<!--Pyramids popup-->
		<speech id="0">
			<!--Pyramid destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="I'm no Egyptian scholar, but I can count. There's clearly a pyramid missing."
					character="" />
			</conversation>
		</speech>

		<!-- ladder popup -->
		<speech id="1">
			<!--Screw_Driver destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="This ladder could be useful... but not until I unscrew it."
					character="" />
			</conversation>
		</speech>

		<!-- Globe popup -->
		<speech id="2">
			<!--Africa destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="This globe is devoid of a continent."
					character="" />
			</conversation>
		</speech>

		<!--Ship Model popup -->
		<speech id="3">
			<!--Mast Head destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="No ship is complete without a masthead."
					character="" />
			</conversation>
		</speech>

		<!--harpoon case pop up -->
		<speech id="4">
			<!--diamond destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I want that harpoon gun, but breaking the glass might create a commotion..."
					character="" />
			</conversation>
		</speech>
		<!--destination message for -->
		<speech id="5">
			<!--horseshoe destination message -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I have a funny feeling that this isn't just a statue."
					character="" />
			</conversation>
		</speech>
		<speech id="6">
			<!--Gold statue message -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="All right... But that still doesn't explain why it appears to be alive."
					character="" />
			</conversation>
		</speech>
	</level>

	<!--L8  -->
	<level id="L8">
		<!--Goblet popup-->
		<speech id="0">
			<!--Goblet destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="There's a green goblet on the other platform. Shouldn't there be one here, too?"
					character="" />
			</conversation>
		</speech>

		<!-- Pentagon popup -->
		<speech id="1">
			<!--Pentagon Piece destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="Half of the pentagon is gone."
					character="" />
			</conversation>
		</speech>

		<!-- Codex Platform popup -->
		<speech id="2">
			<!--Locked Codex destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="That's an odd-looking book stand. At least, I assume that's what it is - there's no book."
					character="" />
			</conversation>

			<!--Codex Key destination -->
			<conversation id="1">
				<dialog id="0" dialogtext="I need a key to open the codex."
					character="" />
			</conversation>
		</speech>

		<!--illuminated reader popup -->
		<speech id="3">
			<!--Coded Letter  destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Is this... a device to read letters written in invisible ink?"
					character="" />
			</conversation>
		</speech>

		<!--illuminated reader popup -->
		<speech id="4">
			<!--Ink Bottle  destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="The device needs to be refilled with ink."
					character="" />
			</conversation>

			<!--Ink Bottle  destination if ink dropped before placing coded leter-->
			<conversation id="1">
				<dialog id="0"
					dialogtext="I suppose I should place the letter before refilling the device."
					character="" />
			</conversation>
		</speech>

		<!--illuminated reader popup -->
		<speech id="5">
			<!--Knob  destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="The device won't work unless I fix the knob."
					character="" />
			</conversation>
			<!--Knob  destination if placed before letter and ink-->
			<conversation id="1">
				<dialog id="0"
					dialogtext="I should insert the letter and refill the device with ink first."
					character="" />
			</conversation>
		</speech>

		<!--Sword Handle popup -->
		<speech id="6">
			<!--Steel Palm  destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I'll have to find another steel palm for this robotic arm."
					character="" />
			</conversation>
		</speech>
	</level>

	<!-- Museum -->
	<level id="L10">
		<!--Eagle Mirror popup-->
		<speech id="0">
			<!-- Eagle_Crest destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="That groove resembles the head of an eagle."
					character="" />
			</conversation>
		</speech>

		<!-- Medallion Jewel Box -->
		<speech id="1">
			<!--Medallion destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="I wonder who this jewel box belongs to... Oh, who cares? I just need to get it open."
					character="" />
			</conversation>
		</speech>

		<!-- Bioscope popup -->
		<speech id="2">
			<!--Codex_Slides destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="That outline looks a lot like a puppet."
					character="" />
			</conversation>
		</speech>

		<!--Inkwell popup -->
		<speech id="3">
			<!--Inkwell Handle destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I'll never find out what's inside this inkwell without a handle."
					character="" />
			</conversation>
		</speech>

		<!--arrow pop up -->
		<speech id="4">
			<!--HandSaw destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="It's a signet ring! I'll have to slice the arrow in half to get it."
					character="" />
			</conversation>
		</speech>

		<!--ladder -->
		<speech id="5">
			<!--ladder destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="My rude messenger shot the arrow rather high. I'll need a ladder to take a look."
					character="" />
			</conversation>
		</speech>

		<!--gun pop up -->
		<speech id="6">
			<!--Harpoon_Gun destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I have to get out of this mansion somehow.... I'm afraid it won't be entirely safe."
					character="" />
			</conversation>

			<!--Rope destination -->
			<conversation id="1">
				<dialog id="0"
					dialogtext="Without a rope, I'd just be jumping to my death."
					character="" />
			</conversation>
		</speech>
	</level>

	<!-- The Bridge-->
	<level id="L11">
		<!-- number lock popup-->
		<speech id="0">
			<!--Number Lock destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I can bring down the airship if I find the missing parts of this device."
					character="" />
			</conversation>
			<!--Oil can and handle destination -->
			<conversation id="1">
				<dialog id="0"
					dialogtext="This device hasn't been used in a while - it's rusted over and missing a handle."
					character="" />
			</conversation>
			<!--Handle destination -->
			<conversation id="2">
				<dialog id="0"
					dialogtext="Now all I need to do is find and fix the handle."
					character="" />
			</conversation>
			<!--Oil destination -->
			<conversation id="3">
				<dialog id="0"
					dialogtext="It's still too rusty to work."
					character="" />
			</conversation>
			<!--Number Lock Click -->
			<conversation id="4">
				<dialog id="0"
					dialogtext="The device won't work unless I enter the right sequence of numbers."
					character="" />
			</conversation>

		</speech>

		<!-- Tool Kit -->
		<speech id="1">
			<!--ToolKitLatch destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="The tool kit won't open unless I replace the missing latch."
					character="" />
			</conversation>
		</speech>

		<!--  tree stump-->
		<speech id="2">
			<!--Axe destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I swear there's something inside that tree stump... Only one way to find out!"
					character="" />
			</conversation>
		</speech>

		<!-- Area Messages -->
		<speech id="3">
			<!--Airship -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="An airship. It must be for the mansion's residents."
					character="" />
			</conversation>

			<!--Chapel -->
			<conversation id="1">
				<dialog id="0"
					dialogtext="There's a chapel on the other side of the gorge. Maybe the airship can help me get there."
					character="" />
			</conversation>
		</speech>
		<!-- dog poup message -->
		<speech id="4">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Oh! What a... nice doggie. Let me just find you something to chew on other than me."
					character="" />
			</conversation>
		</speech>
		<!-- dog click message -->
		<speech id="5">
			<conversation id="0">
				<dialog id="0" dialogtext="See? I knew you were a nice dog. You just needed a hobby." character="" />
			</conversation>
		</speech>
	</level>

	<!--L12  -->
	<level id="L12">
		<!--Angel popup-->
		<speech id="0">
			<!--Angel Face destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Someone vandalized this statue... I'll have to find its face."
					character="" />
			</conversation>
		</speech>

		<!-- Chapel Door popup -->
		<speech id="1">
			<!--Ship Medallion destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I need some kind of ship medallion to open this door."
					character="" />
			</conversation>
		</speech>

		<!-- Vines with thorns popup -->
		<speech id="2">
			<!--Scythe -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="There's something behind the thorns. I suppose a bit of gardening wouldn't hurt me."
					character="" />
			</conversation>
		</speech>

		<!--Pedestal popup -->
		<speech id="3">
			<!--Ruby Goblet destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="There's a ruby goblet missing from the chest."
					character="" />
			</conversation>
		</speech>

		<!--Knight popup -->
		<speech id="4">
			<!--Sword Handle destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="The sword is missing its handle."
					character="" />
			</conversation>
		</speech>
	</level>

	<!--L13  -->
	<level id="L13">
		<!--L12_Matchbox using destination message-->
		<speech id="0">
			<conversation id="0">
				<dialog id="0"
					dialogtext="There's something at the base of the chandelier, but it's too dark to see."
					character="" />
			</conversation>
		</speech>

		<!-- L12_Glowing_Orb using destination message -->
		<speech id="1">
			<conversation id="0">
				<dialog id="0"
					dialogtext="There must have been something on this pedestal before... A crystal or an orb, maybe."
					character="" />
			</conversation>
		</speech>

		<!-- L17_Stained_Glass using destination message -->
		<speech id="2">
			<conversation id="0">
				<dialog id="0" dialogtext="The stained-glass window is missing a piece."
					character="" />
			</conversation>
		</speech>

		<!-- L19_Wire_Cutter using destination message -->
		<speech id="3">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Whatever that device is, it has to be cut free of the wires."
					character="" />
			</conversation>
		</speech>

		<!-- L19_Basket using destination message -->
		<speech id="4">
			<!--Sword Handle destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="What a vicious creature! I'll have to subdue it, one way or another."
					character="" />
			</conversation>
		</speech>
	</level>

	<!--L14  -->
	<level id="L14">
		<!--popup destination message-->
		<speech id="0">
			<conversation id="0">
				<dialog id="0"
					dialogtext="I may have come across something that matches this slot."
					character="" />
			</conversation>
		</speech>
		<!-- inscene destination message -->
		<speech id="1">
			<conversation id="0">
				<dialog id="0"
					dialogtext="I'm certainly not the right person to deal with this menace."
					character="" />
			</conversation>
		</speech>
	</level>

	<!--L15  -->
	<level id="L15">
		<!--Entrance to the catacombs popup-->
		<speech id="0">
			<!--Octopus destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="Hmm... A groove in the shape of an octopus."
					character="" />
			</conversation>
		</speech>

		<!-- Crypt Door popup -->
		<speech id="1">
			<!--Epitaph destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="The epitaph of the crypt is missing."
					character="" />
			</conversation>
		</speech>

		<!-- Magnus Seal Platform popup -->
		<speech id="2">
			<!--Angel_Wand -->
			<conversation id="0">
				<dialog id="0" dialogtext="The angel seems to have lost its wand."
					character="" />
			</conversation>

			<!--ship steering -->
			<conversation id="1">
				<dialog id="0"
					dialogtext="That slot appears to be meant for a steering wheel."
					character="" />
			</conversation>
		</speech>

		<!--Mud heap popup -->
		<speech id="3">
			<!--Shovel destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I'll have to clear the mud heap to see if there's something useful here."
					character="" />
			</conversation>
		</speech>

		<!--Owlpopup -->
		<speech id="4">
			<!--Slingshot destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I think the owl is holding an eyeball in its claw. Um... I really hope it's not real."
					character="" />
			</conversation>
		</speech>
	</level>

	<!--L21  -->
	<level id="L21">
		<!--Destination 0 message -->
		<speech id="0">
			<conversation id="0">
				<dialog id="0" dialogtext="" character="" />
			</conversation>
		</speech>
		<!--Destination 1 message -->
		<speech id="1">
			<conversation id="0">
				<dialog id="0" dialogtext="" character="" />
			</conversation>
		</speech>
		<!--Destination 2 message -->
		<speech id="2">
			<conversation id="0">
				<dialog id="0" dialogtext="" character="" />
			</conversation>
		</speech>
		<!--Destination 3 message -->
		<speech id="3">
			<conversation id="0">
				<dialog id="0" dialogtext="" character="" />
			</conversation>
		</speech>
		<!--Destination 4 message -->
		<speech id="4">
			<conversation id="0">
				<dialog id="0" dialogtext="" character="" />
			</conversation>
		</speech>
		<!--Destination 5 message -->
		<speech id="5">
			<conversation id="0">
				<dialog id="0" dialogtext="" character="" />
			</conversation>
		</speech>
		<!--Destination 6 message -->
		<speech id="6">
			<conversation id="0">
				<dialog id="0" dialogtext="" character="" />
			</conversation>
		</speech>
		<!--npc speech -->
		<speech id="7">
			<conversation id="0">
				<dialog id="0"
					dialogtext="text 1."
					character="Victor" />
				<dialog id="1"
					dialogtext="text 2"
					character="Victor" />
				<dialog id="2"
					dialogtext="text 3"
					character="Victor" />
				<dialog id="3"
					dialogtext="text 4"
					character="Victor" />
				<dialog id="4"
					dialogtext="text 5"
					character="Victor" />
				<dialog id="5"
					dialogtext="text 6"
					character="Victor" characterFLV="VictorWithBook" />
			</conversation>

			<conversation id="1">
				<dialog id="0"
					dialogtext="text 1"
					character="Victor" />
				<dialog id="1"
					dialogtext="text 2"
					character="Victor" />
				<dialog id="2"
					dialogtext="text 3"
					character="Victor" />
				<dialog id="3"
					dialogtext="text 4"
					character="Victor" characterFLV="VictorWithBook" />
			</conversation>

			<conversation id="2">
				<dialog id="0"
					dialogtext="text 1"
					character="Victor" />
				<dialog id="1"
					dialogtext="text 1"
					character="Victor" />

			</conversation>
			<conversation id="3">
				<dialog id="0"
					dialogtext="text 2"
					character="" />

			</conversation>
		</speech>
	</level>
	
	<!--L22  -->
	<level id="L22">
		<!--Destination 0 message -->
		<speech id="0">
			<conversation id="0">
				<dialog id="0" dialogtext="" character="" />
			</conversation>
		</speech>
		<!--Destination 1 message -->
		<speech id="1">
			<conversation id="0">
				<dialog id="0" dialogtext="" character="" />
			</conversation>
		</speech>
		<!--Destination 2 message -->
		<speech id="2">
			<conversation id="0">
				<dialog id="0" dialogtext="" character="" />
			</conversation>
		</speech>
	</level>
	
	
	<!-- L1_H1-->
	<level id="L1_H1">
		<speech id="0">
			<!-- Knife destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="If I had a knife, I could slice a piece of watermelon."
					character="" />
			</conversation>
		</speech>

		<speech id="1">
			<!-- Painting destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="This frame would be the perfect home for a painting."
					character="" />
			</conversation>
		</speech>

		<speech id="2">
			<!--JumpingJack destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Jack will be back in the box... if I can find the lid."
					character="" />
			</conversation>
		</speech>

		<speech id="3">
			<!-- HypnoticPendulum destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="A song may not put the cat to sleep, but a pendulum could."
					character="" />
			</conversation>
		</speech>
	</level>

	<!-- L6_H1-->
	<level id="L6_H1">
		<speech id="0">
			<!-- Chameleon destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="Chameleons change color based on where they stand."
					character="" />
			</conversation>
		</speech>

		<speech id="1">
			<!-- Snake_Flute destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="I once saw a cobra dance to the tune of a snake flute."
					character="" />
			</conversation>
		</speech>

		<speech id="2">
			<!-- Hand_Drill destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="I could empty the barrel if I had a hand drill."
					character="" />
			</conversation>
		</speech>

		<speech id="3">
			<!-- Knife destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="If I could pry open the shell, I might find a pearl inside."
					character="" />
			</conversation>
		</speech>
	</level>

	<!-- L10_H1-->
	<level id="L10_H1">
		<speech id="0">
			<!-- Knife destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I could really use a sandwich... If only I had some cheese."
					character="" />
			</conversation>
		</speech>
		<speech id="1">
			<!--Horn destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="Such a lovely horse... longing to be a unicorn."
					character="" />
			</conversation>
		</speech>
		<speech id="2">
			<!-- Wings destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="An angel won't fly very high in this state." character="" />
			</conversation>
		</speech>
		<speech id="3">
			<!--String handle Destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="Poor puppet won't be doing much dancing like this."
					character="" />
			</conversation>
		</speech>
	</level>

	<!-- L11_H1-->
	<level id="L11_H1">
		<speech id="0">
			<!-- Sword destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I have to find the sword that belongs in this sheath."
					character="" />
			</conversation>
		</speech>

		<speech id="1">
			<!-- Cannon destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="I could demolish this tiny castle if I had a cannon."
					character="" />
			</conversation>
		</speech>

		<speech id="2">
			<!-- Pirate_Hat destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="The macaw would certainly belong on a pirate ship with the proper hat."
					character="" />
			</conversation>
		</speech>

		<speech id="3">
			<!-- Pharoah_Head_Gear destination -->
			<conversation id="0">
				<dialog id="0" dialogtext="A pharaoh bust... but without its headgear."
					character="" />
			</conversation>
		</speech>
	</level>

	<!-- L21_H1-->
	<level id="L21_H1">
		<speech id="0">
			<!--  destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="."
					character="" />
			</conversation>
		</speech>
		<speech id="1">
			<!--  destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="."
					character="" />
			</conversation>
		</speech>

		<speech id="2">
			<!--  destination -->
			<conversation id="0">
				<dialog id="0"
					dialogtext="."
					character="" />
			</conversation>
		</speech>

		<speech id="3">
			<!--  destination -->
			<conversation id="0">
				<dialog id="0" dialogtext=""
					character="" />
			</conversation>
		</speech>
	</level>
	

	<level id="L0_PZ1">
		<speech id="0">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Remove the hay to discover the items hidden underneath. When you discover an item, place it in the appropriate slot in the crate. Keep going until you find a useful item."
					speechtype="0" character="Amy" />
			</conversation>
		</speech>
	</level>

	<level id="L1_PZ1">
		<speech id="0">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Reassemble the letter to find out what Daniel wanted to tell you. Drag a piece up to the board, rotate it, and then drag it to the correct position."
					speechtype="0" character="Amy" />
			</conversation>
		</speech>
	</level>
	<level id="L2_PZ1">
		<speech id="0">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Realign the pipes to form a path. Open the taps to clear a path for the submarine toy. You can only open five taps at a time. Collect all items along the way and exit the maze."
					speechtype="0" character="Amy" />
			</conversation>
		</speech>
		<speech id="1">
			<conversation id="0">
				<dialog id="0"
					dialogtext="I'll have to find something that can travel through the pipes to get the pieces stuck inside."
					speechtype="0" character="Amy" />
			</conversation>
		</speech>
	</level>
	<level id="L5_PZ1">
		<speech id="0">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Arrange the tiles on the wall to recreate the carving of the lost ship 'Santiago.' Select two tiles to swap their positions. Tiles will light up when properly placed."
					speechtype="0" character="Amy" />
			</conversation>
		</speech>
		<speech id="1">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Looks like an engraving of a ship. But a tile is missing."
					speechtype="0" character="Amy" />
			</conversation>
		</speech>
	</level>

	<level id="L9_PZ1">
		<speech id="0">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Shift the daggers to their respective slots. Selecting each dagger will move it the closest empty slot."
					speechtype="0" character="Amy" />
			</conversation>
		</speech>
		<speech id="0">
			<conversation id="0">
				<dialog id="0"
					dialogtext="A collection of skull daggers... An incomplete collection, actually. One is missing."
					speechtype="0" character="Amy" />
			</conversation>
		</speech>
	</level>

	<level id="L10_PZ1">
		<speech id="0">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Help the puppet complete her adventure. This will also reveal the folklore surrounding the Cobra's Eye."
					speechtype="0" character="Amy" />
			</conversation>
		</speech>
		<speech id="1">
			<conversation id="0">
				<dialog id="0"
					dialogtext="That outline looks a lot like a puppet."
					speechtype="0" character="Amy" />
			</conversation>
		</speech>
	</level>
	<level id="L10_PZ2">
		<speech id="0">
			<conversation id="0">
				<dialog id="0"
					dialogtext="Reassemble the pieces of the broken mask to open the box. Select the piece in the center to rotate it. Select the pieces on the spokes to see if they fit the one in the middle."
					speechtype="0" character="Amy" />
			</conversation>
		</speech>
	</level>
</game>
