<game>	   
<!-- L0 Milton's House-->	   
	<ErrorScript>	   
		<speech id = "0">	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext=" I should probably investigate somewhere else now." speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext=" I don&apos;t think that&apos;s quite the right thing to be done here." speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="2" >	   
				<dialog id="0" dialogtext=" Sometimes my choice of actions surprises even myself!" speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="3" >	   
				<dialog id="0" dialogtext=" I may be wasting my time here." speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="4" >	   
				<dialog id="0" dialogtext=" Maybe I should try something else." speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="5" >	   
				<dialog id="0" dialogtext=" I don't think that&apos;s the right thing I should be doing here." speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="6" >	   
	 			<dialog id="0" dialogtext=" Oh I don&apos;t think that&apos;s exactly what I meant to do." speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="7" >	   
				<dialog id="0" dialogtext=" Am I missing out on something here?" speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="8" >	   
				<dialog id="0" dialogtext=" I may not be on the right track here." speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="9" >	   
				<dialog id="0" dialogtext=" There&apos;s got to be another way to go about this." speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="10" >	   
				<dialog id="0" dialogtext=" Well, I had to try." speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="11" >	     
				<dialog id="0" dialogtext=" If I try something else I might still be able to make this work." speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="12" >	   
				<dialog id="0" dialogtext=" Hmm... that does&apos;t seem to work." speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="13" >	   
				<dialog id="0" dialogtext=" Oh, too bad! That seemed like such a good idea..." speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="14" >	   
				<dialog id="0" dialogtext=" Oh, I was so sure that would work!" speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="15" >	   
				<dialog id="0" dialogtext=" Well, it seemed like a good idea at the time!" speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="16" >	   
				<dialog id="0" dialogtext=" How silly of me!" speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="17" >	   
				<dialog id="0" dialogtext=" Oh, where&apos;s my head? That can&apos;t be right." speechtype="0" character="Jessica" />	   
			</conversation>	   
			<conversation id="18" >	   
				<dialog id="0" dialogtext=" I think I&apos;m getting a little distracted here." speechtype="0" character="Jessica" />	   
			</conversation>
			<conversation id="19" >	   
				<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
			</conversation>	   
		</speech>	   
	</ErrorScript>
	<ObjectiveScript>	   
		<speech id = "0">	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext=" Here comes first objective."/>	   
			</conversation>	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext=" Here comes second objective."/>	   
			</conversation>	
		</speech>	   
	</ObjectiveScript>	   
   	<Tutorial>	   
		<speech id = "0">	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="&#10;The cursor starts glowing when you can navigate to another scene."/>	   
			</conversation>	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="&#10;A magnifying glass indicates an area you can zoom into."/>	   
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="&#10;The grabbing hand cursor indicates objects that can be picked up."/>	   
			</conversation>
			<conversation id="3" >	   
				<dialog id="0" dialogtext="&#10;Useful tools that can be used later in your investigation are added to your inventory."/>	   
			</conversation>
			<conversation id="4" >	   
				<dialog id="0" dialogtext="&#10;."/>	   
			</conversation>
			<conversation id="5" >	   
				<dialog id="0" dialogtext="&#10;The gear cursor indicates an area where you can use an object from your inventory."/>	   
			</conversation>
			<conversation id="6" >	   
				<dialog id="0" dialogtext="&#10;A BLUE sparkling area signifies a Hidden Object scene."/>	   
			</conversation>
			<conversation id="7" >	   
				<dialog id="0" dialogtext="&#10;If you get stuck, the Typewriter will give you a hint on what to do next."/>	   
			</conversation>
			<conversation id="8" >	   
				<dialog id="0" dialogtext="&#10;Your typewriter is missing the keys A, E, I, O, U and Y. Find them all to earn an extra Hint!"/>	   
			</conversation>
			<conversation id="9" >	   
				<dialog id="0" dialogtext="&#10;A sparkling question mark signifies a puzzle."/>	   
			</conversation>
			<conversation id="10" >	   
				<dialog id="0" dialogtext="&#10;Important clues that you spot on the way are stored in the Journal."/>	   
			</conversation>
		</speech>	   
	</Tutorial>
	
	<npc id="L5">
		<!-- on using wrong inventory on Donny messages -->	 	   
		<sprite id = "0">
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Donny: I’m sorry, I don’t think I can help you with that!" speechtype="" character="Donny" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Donny: I wish I could be of more help." speechtype="" character="Donny" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Donny: Can’t help you with that, I’m afraid." speechtype="" character="Donny" />   	    
			</conversation>
			<conversation id="3" >	   
				<dialog id="0" dialogtext="Donny:  I don’t know much about that..." speechtype="" character="Donny" />   	    
			</conversation>
			<conversation id="4" >	   
				<dialog id="0" dialogtext="Donny: A detective’s eye must pick up the tiniest details - mine doesn’t!" speechtype="" character="Donny" />   	    
			</conversation>
		</sprite>
		<!-- on clicking NPC after video 11.. -->	 	   
		<sprite id = "1">
			<conversation id="0" >
				<dialog id="0" dialogtext="Donny: Learning that Milton had got into art school using my essay was a painful experience, but I’ve gotten over the past now." speechtype="" character="Donny" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Donny: Milton was impulsive and sometimes acted selfish... but he always meant well. He never meant any harm... My poor brother!" speechtype="" character="Donny" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Donny: Sometimes I used to berate myself for not confronting Milton about the essay... now I’m glad I never brought it up." speechtype="" character="Donny" />   	    
			</conversation>
			<conversation id="3" >	   
				<dialog id="0" dialogtext="Donny: You must get to the bottom of this case, Jessica, and bring my brother’s murderer to justice!" speechtype="" character="Donny" />   	    
			</conversation>
		</sprite>
		<!-- on clicking NPC after video 12 -->	 	   
		<sprite id = "2">
			<conversation id="0" >	 
				<dialog id="0" dialogtext="Donny: The charade is over at last!" speechtype="" character="Donny" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Donny: I only did what I had to… it was for a greater cause, for justice!" speechtype="" character="Donny" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Donny: Nothing you do now can make any difference, Jessica.  You’d best just back off and let us leave." speechtype="" character="Donny" />   	    
			</conversation>
		</sprite>
		<!-- on clicking Maurice NPC at any time -->	 	   
		<sprite id = "3">
			<conversation id="0" >	 
				<dialog id="0" dialogtext="Maurice: How did you manage to track me? Could it be that you somehow cracked the code?" speechtype="" character="Maurice" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Maurice: You’ll never be able to prove anything without the stolen painting!" speechtype="" character="Maurice" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Maurice: I bet you think you’re very clever, Fletcher. But I am one step ahead of you!" speechtype="" character="Maurice" />   	    
			</conversation>
		</sprite>
		<!-- on clicking Donny before video11 and first time messages -->	 	   
		<sprite id = "4">
			<conversation id="0" >	 
				<dialog id="0" dialogtext="Donny: Immersing myself in work is the only way to take my mind off things..." speechtype="" character="Donny" />   
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Donny: It's hard to concentrate on work, but I feel better when I do." speechtype="" character="Donny" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Donny: Everything is happening so suddenly, I feel numb. You must find out who's behind this!" speechtype="" character="Donny" />   	    
			</conversation>
			<conversation id="3" >	   
				<dialog id="0" dialogtext="Donny: I'm counting on you, Jessica. Solve this case, for Milton's sake!" speechtype="" character="Donny" />   	    
			</conversation>
			<conversation id="4" >	   
				<dialog id="0" dialogtext="Donny: The neighborhood kids are not making my day any better. Can you help me gather the red balloons in the shop?" speechtype="" character="Donny" />   	    
			</conversation>
		</sprite>
		<!-- on clicking Donny before video11 and after balloon use messages -->	 	   
		<sprite id = "5">
			<conversation id="0" >	 
				<dialog id="0" dialogtext="Donny: Immersing myself in work is the only way to take my mind off things..." speechtype="" character="Donny" />   
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Donny: It's hard to concentrate on work, but I feel better when I do." speechtype="" character="Donny" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Donny: Everything is happening so suddenly, I feel numb. You must find out who's behind this!" speechtype="" character="Donny" />   	    
			</conversation>
			<conversation id="3" >	   
				<dialog id="0" dialogtext="Donny: I'm counting on you, Jessica. Solve this case, for Milton's sake!" speechtype="" character="Donny" />   	    
			</conversation>
		</sprite>
	</npc>	
	<npc id="L7">
		<!-- on using wrong inventory on Sabrina messages -->	   
		<sprite id = "0">
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Sabrina: That isn’t my area of expertise." speechtype="" character="Sabrina" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Sabrina: I don’t have time to waste on such trivial things." speechtype="" character="Sabrina" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Sabrina: I cannot help you with that." speechtype="" character="Sabrina" />   	    
			</conversation>
			<conversation id="3" >	   
				<dialog id="0" dialogtext="Sabrina: I certainly don’t know about that." speechtype="" character="Sabrina" />   	    
			</conversation>
			<conversation id="4" >	   
				<dialog id="0" dialogtext="Sabrina: This seems rather mundane…" speechtype="" character="Sabrina" />   	    
			</conversation>	   
		</sprite>
		<!-- on clicking Sabrina or anywhere before using letter messages -->
		<sprite id = "1">
			<conversation id="0" >   
				<dialog id="0" dialogtext="Sabrina: I would appreciate it if you could leave me alone until you have some proof that I have been associating with Milton Becker." speechtype="" character="Sabrina" />   	    
			</conversation>				
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Sabrina: Some of us have work to do, you know..." speechtype="" character="Sabrina" />   	    
			</conversation>
		</sprite>
		<!-- on clicking Sabrina after letter and before shoe also the destination for shoe is active messages -->
		<sprite id = "2">
			<conversation id="0" >	 
				<dialog id="0" dialogtext="Sabrina: I would appreciate it if you could leave me alone until you have some proof that the footprints in the gallery were mine." speechtype="" character="Sabrina" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Sabrina: Are you still here?" speechtype="" character="Sabrina" />   	    
			</conversation>
		</sprite>
		<!-- on clicking Sabrina after letter and before shoe use also the destination for shoe is not active messages -->
		<sprite id = "3">
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Sabrina: I was intent on getting my father’s painting from the gallery, and was ready to press charges against Becker for not letting me have what was lawfully mine." speechtype="" character="Sabrina" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Sabrina: Well, the painting’s gone now… go ahead and look around if you’d like. Mind the dust." speechtype="" character="Sabrina" />   	    
			</conversation>	   
		</sprite>
		<!-- on clicking Sabrina after shoe messages -->
		<sprite id = "4">
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Sabrina: I didn’t notice the telltale footprints I was leaving behind when I went to the gallery… I was too intent on taking the painting and fleeing as fast as I could." speechtype="" character="Sabrina" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Sabrina: Well, you’re free to look around as you wish..." speechtype="" character="Sabrina" />   	    
			</conversation>
		</sprite>
		<!-- on dropping wrong inv on dest instead of letter messages -->
		<sprite id = "5">
			<conversation id="0" >
				<dialog id="0" dialogtext="Sabrina: I don’t see how that proves I have been associating with Milton Becker." speechtype="" character="Sabrina" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Sabrina: Must you persist in wasting your - and my - time?" speechtype="" character="Sabrina" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Sabrina: What are you trying to imply?" speechtype="" character="Sabrina" />   	    
			</conversation>
			<conversation id="3" >	   
				<dialog id="0" dialogtext="Sabrina: I don’t see where you’re going with this..." speechtype="" character="Sabrina" />   	    
			</conversation>
		</sprite>
		<!-- on dropping wrong inv on dest instead of shoe messages -->
		<sprite id = "6">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Sabrina: Don’t test my patience! Can you show me proof that the footprints in the gallery were mine?" speechtype="" character="Sabrina" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Sabrina: Your intentions are simply beyond my comprehension." speechtype="" character="Sabrina" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Sabrina: I hope you can see that I’m not just sitting her idle." speechtype="" character="Sabrina" />   	    
			</conversation>
			<conversation id="3" >	   
				<dialog id="0" dialogtext="Sabrina: Why don’t you just give up?" speechtype="" character="Sabrina" />   	    
			</conversation>
		</sprite>
	</npc>
	<npc id="L8">	   
		<!-- on dropping wrong inv on NPC no destination active now-->	
		<sprite id = "0">
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Natalie: I’m sorry, but I don’t have a clue!" speechtype="" character="Natalie" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Natalie: That doesn’t ring any bells... sorry!" speechtype="" character="Natalie" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Natalie: I don’t know much about that..." speechtype="" character="Natalie" />   	    
			</conversation>
			<conversation id="3" >	   
				<dialog id="0" dialogtext="Natalie: I don’t find anything special about that..." speechtype="" character="Natalie" />   	    
			</conversation>
			<conversation id="4" >	   
				<dialog id="0" dialogtext="Natalie: I’m not much of a detective... sorry! " speechtype="" character="Natalie" />   	    
			</conversation>
		</sprite>
		<!-- on NPC click before paint result dest acitve-->	
		<sprite id = "1">
			<conversation id="0" >
				<dialog id="0" dialogtext="Natalie: I still can’t believe that Uncle Maurice’s last painting was stolen! How terrible..." speechtype="" character="Natalie" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Natalie: Mrs. Fletcher, you must find out who’s behind all of this! We’re all counting on you..." speechtype="" character="Natalie" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Natalie: Sorry for the mess - I lose track of my surroundings when I’m in the middle of work!" speechtype="" character="Natalie" />   	    
			</conversation>
			<conversation id="3" >	   
				<dialog id="0" dialogtext="Natalie: I hope that my paintings will be as famous as Uncle Maurice’s one day..." speechtype="" character="Natalie" />   	    
			</conversation>
		</sprite>
		<!-- on destination click or any where click when paint result dest acitve-->	
		<sprite id = "2">
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Natalie: If you could show me some proof that I was at the gallery last night, I’d be happy to let you look around." speechtype="" character="Natalie" />   	    
			</conversation>
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Natalie: I’m sorry, but you’ll have to leave... please?" speechtype="" character="Natalie" />   	    
			</conversation>
		</sprite>
		<!-- on dropping wrong inve on paint result destination-->	
		<sprite id = "3">
			<conversation id="0" >	  
				<dialog id="0" dialogtext="Natalie: I can’t understand how that proves I was at the gallery last night..." speechtype="" character="Natalie" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Natalie: I don’t really see the point..." speechtype="" character="Natalie" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Natalie: That’s not very convincing..." speechtype="" character="Natalie" />   	    
			</conversation>
			<conversation id="3" >	   
				<dialog id="0" dialogtext="Natalie: Maybe you should think this over again?" speechtype="" character="Natalie" />   	    
			</conversation>
		</sprite>
		<!-- on NPC click after using paint result-->	
		<sprite id = "4">
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Natalie: I never expected Mr. Becker to act that way with me, and so I slapped him on impulse! The paint must have gotten on his cheek then..." speechtype="" character="Natalie" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Natalie: You’re free to look around now if you’d like!" speechtype="" character="Natalie" />   	    
			</conversation>
		</sprite>
		<!-- on click any where or dest when teabag dest active-->	
		<sprite id = "5">
			<conversation id="0" >
				<dialog id="0" dialogtext="Natalie: I’d appreciate it if you could leave, please?" speechtype="" character="Natalie" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Natalie: If you could just prove somehow that Shawn couldn't have had coffee with me, I’d be happy to let you look around. " speechtype="" character="Natalie" />   	    
			</conversation>
		</sprite>
		<!-- on dropping wrong inv on tea bag destination-->	
		<sprite id = "6">
			<conversation id="0" >
				<dialog id="0" dialogtext="Natalie: I don’t get it. How does this prove that it wasn’t Shawn who had coffee here?" speechtype="" character="Natalie" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Natalie: You’re not really making sense..." speechtype="" character="Natalie" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Natalie: I don’t think I’m getting the point..." speechtype="" character="Natalie" />   	    
			</conversation>
		</sprite>
		<!-- on click NPC after using tea bag-->	
		<sprite id = "7">
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Natalie: I had to lie and say it was Shawn because I made a promise to someone… But I can’t take it anymore… go ahead and search all you want. I guess the truth has to come out sometime…" speechtype="" character="Natalie" />   	    
			</conversation>	
		</sprite>
	</npc>		
	<npc id="L9">
		<!-- on dropping wrong inv on NPC no destination active now-->	   
		<sprite id = "0">
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Shawn: Hm… nope, I’m drawing blanks." speechtype="" character="Shawn" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Shawn: Don’t think I’ve seen that before." speechtype="" character="Shawn" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Shawn: I doubt I can be of much help with that." speechtype="" character="Shawn" />   	    
			</conversation>
			<conversation id="3" >	   
				<dialog id="0" dialogtext="Shawn: That looks pretty ordinary to me..." speechtype="" character="Shawn" />   	    
			</conversation>
			<conversation id="4" >	   
				<dialog id="0" dialogtext="Shawn: Nope, I can’t help you with that! " speechtype="" character="Shawn" />   	    
			</conversation>	   
		</sprite>
		<!-- on clicking any where or destination when eivdence destination active-->	   
		<sprite id = "1">
			<conversation id="0" >
				<dialog id="0" dialogtext="Shawn: Show me evidence that ties me to the murder, and maybe you can look around." speechtype="" character="Shawn" />   	    
			</conversation>
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Shawn: Maybe I should show you to the door..." speechtype="" character="Shawn" />   	    
			</conversation>	   
		</sprite>
		<!-- on dropping wrong inventory when evidence destination active-->	   
		<sprite id = "2">
			<conversation id="0" >
				<dialog id="0" dialogtext="Shawn: I don’t get how that ties me to the murder in any way..." speechtype="" character="Shawn" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Shawn: I’m sure you can do better than that! This is what you call conclusive?" speechtype="" character="Shawn" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Shawn: Can’t this wait till later?" speechtype="" character="Shawn" />   	    
			</conversation>
			<conversation id="3" >	   
				<dialog id="0" dialogtext="Shawn: You’re kidding me, right?" speechtype="" character="Shawn" />   	    
			</conversation>   
		</sprite>
		<!-- after using evidence NPC click messages goes here-->	   
		<sprite id = "3">
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Shawn: I knew I should have been more careful when I was searching through the invoices last night... but I was in way too much of a hurry to think about leaving a mess behind!" speechtype="" character="Shawn" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Shawn: Alright Mrs. F, go ahead and look around... try not to break anything." speechtype="" character="Shawn" />   	    
			</conversation>
		</sprite>
		<!-- before activating evidence destination NPC click messages goes here-->	   
		<sprite id = "4">
			<conversation id="0" >	 
				<dialog id="0" dialogtext="Shawn: Though Mr. Becker and I had disagreements about commissions of the sale of my work, I always respected him and his passion for art." speechtype="" character="Shawn" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Shawn: I still can’t get over the fact that Mr. Becker’s dead..." speechtype="" character="Shawn" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Shawn: The art gallery’s going to face tough times without Mr. Becker around..." speechtype="" character="Shawn" />   	    
			</conversation>
			<conversation id="3" >	   
				<dialog id="0" dialogtext="Shawn: This is my next work - I call it ‘Pegasus, steed of heaven’." speechtype="" character="Shawn" />   	    
			</conversation>
		</sprite>
		<!-- after using chisel NPC click (destination not active) messages goes here-->	   
		<sprite id = "5">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Shawn: You can’t imagine my shock at finding Mr. Becker dead in the gallery... and with MY chisel stuck through his back! You have to get to the bottom of this, Mrs. F!" speechtype="" character="Shawn" />   	    
			</conversation>	
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Shawn: I knew someone was setting me up, but I didn’t have the guts to face the police about it... that’s why I tried to cover it all up. I should have known better..." speechtype="" character="Shawn" />   	    
			</conversation>
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Shawn: Just who’s behind this? And why did they have to drag  me into this mess?" speechtype="" character="Shawn" />   	    
			</conversation>
			<conversation id="3" >	   
				<dialog id="0" dialogtext="Shawn: I’m actually relieved that you found my secret Mrs. F... I was getting the creeps just looking at that statue!" speechtype="" character="Shawn" />   	    
			</conversation>
			<conversation id="4" >	   
				<dialog id="0" dialogtext="Shawn: If you can’t solve this mystery, no one can!" speechtype="" character="Shawn" />   	    
			</conversation>
		</sprite>
		<sprite id = "6">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Shawn: That’s good, but not good enough. I’m not convinced." speechtype="" character="Shawn" />   	    
			</conversation>
		</sprite>
	</npc>	
	
	
	<npc id="L11">
		<!-- -->	   
		<sprite id = "0">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ted: Drop the act, Jessica! You think you can show me something that incriminates me with regards to this puddle?" speechtype="" character="Ted" />   	    
			</conversation>
		</sprite>
		<sprite id = "1">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ted: Ha! What does that prove?" speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Ted: Not as sharp as you used to be, are you Mrs. F?" speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Ted: You think you can prove that I am responsible for this puddle of saline with that?" speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Ted: You aren’t making any sense... you should just give up!" speechtype="" character="Ted" />   	    
			</conversation>
		</sprite>
	</npc>
	<npc id="L14">
		<!-- -->	   
		<sprite id = "0">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Maddy: I... I just can’t take it in… Daniel’s gone, just like that..." speechtype="" character="Maddy" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Maddy: I’ve had this feeling of foreboding since yesterday… I just knew something bad was going to happen!" speechtype="" character="Maddy" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Maddy: Since we settled for the divorce, we’ve done nothing but argue... Daniel was unreasonable at times, but he didn’t deserve this! " speechtype="" character="Maddy" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Maddy: Jessica... Find out who’s behind this, you simply must!" speechtype="" character="Maddy" />   	    
			</conversation>
		</sprite>
		<sprite id = "1">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Maddy: This is all so aggravating… first what happened to Daniel, now this!" speechtype="" character="Maddy" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Maddy: Who on earth could have broken in here? It wasn’t just some ordinary burglar - nothing seems to missing except for the ledger..." speechtype="" character="Maddy" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Maddy: The results of the presidential poll at the Lodge were inside the ledger... what a terrible loss!" speechtype="" character="Maddy" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Maddy: Jessica! You must track down who had the nerve to do this!" speechtype="" character="Maddy" />   	    
			</conversation>			
		</sprite>
		<sprite id = "2">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Maddy: Hold on! Do you think you can show me some sort of proof that I had a hand in causing Daniel to disregard Rick’s bid for the rewiring?" speechtype="" character="Maddy" />   	    
			</conversation>
		</sprite>
		<sprite id = "3">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Maddy: I don’t really get it... how does that prove that I had a hand in causing Daniel to disregard Rick’s bid for the rewiring even though it was the lowest?" speechtype="" character="Maddy" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Maddy: Jessica, you aren’t making any sense." speechtype="" character="Maddy" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Maddy: I’ve been through a lot today... I really can’t be bothered to look at something so irrelevant." speechtype="" character="Maddy" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Maddy: Could you please leave? I need some time alone." speechtype="" character="Maddy" />   	    
			</conversation>
		</sprite>
		<sprite id = "4">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Maddy: I’m sorry I lied Jessica... It’s just that I was worried that the truth would make Ted look like the bad guy." speechtype="" character="Maddy" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Maddy: I’m not ashamed of people seeing me with Ted... he’s supporting me when I need him the most!" speechtype="" character="Maddy" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Maddy: I’m sure that Ted earnestly wanted only the best quality of work for the Lodge... that’s why he was so insistent on making sure the contract went to someone else, even if it meant tricking Daniel!" speechtype="" character="Maddy" />   	    
			</conversation>			
		</sprite>
		<sprite id = "5">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ted: I only want what’s best for the Lodge... that’s why I let Maddy know about the low quality of Rick’s handiwork." speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Ted: How odd that there was a puddle of saline at the Lodge... I can’t for the life of me figure out where that came from!" speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Ted: Do you really suppose you could - um - trace where the saline came from accurately?" speechtype="" character="Ted" />   	    
			</conversation>
		</sprite>
		
		<sprite id = "6">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Maddy: I’m sorry Jessica; I can’t help you with that..." speechtype="" character="Maddy" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Maddy: I wish I could be of more help to the investigation..." speechtype="" character="Maddy" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Maddy: Is this an important clue? Oh, if only I had your eye, Jessica!" speechtype="" character="Maddy" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Maddy: That doesn’t look too familiar..." speechtype="" character="Maddy" />   	    
			</conversation>
			<conversation id="4" >	
				<dialog id="0" dialogtext="Maddy: I’m not very helpful, am I?" speechtype="" character="Maddy" />   	    
			</conversation>
		</sprite>
		<sprite id = "7">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Maddy: That’s got something to do with the Lodge... I’m not sure what it is though." speechtype="" character="Maddy" />   	    
			</conversation>
		</sprite>
		<sprite id = "8">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Maddy: Oh my goodness! There’s blood on that!" speechtype="" character="Maddy" />   	    
			</conversation>
		</sprite>
		<sprite id = "9">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Maddy: Oh! What - what’s that? Some kind of letter?" speechtype="" character="Maddy" />   	    
			</conversation>
		</sprite>
		<sprite id = "10">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Maddy: The Lodge’s ledger! Good work, you found it!" speechtype="" character="Maddy" />   	    
			</conversation>
		</sprite>
		<sprite id = "11">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ted: Sorry madam, I’m afraid I can’t help you with that!" speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Ted: Come to me with a cold and maybe I can be of more help!" speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Ted: I want to help, but I’m no Sherlock, I’m afraid." speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Ted: It pains me to see a lady in need and know I can’t be of assistance." speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="4" >	
				<dialog id="0" dialogtext="Ted: I’m sure that holds some kind of a secret... but it totally eludes me!" speechtype="" character="Ted" />   	    
			</conversation>
		</sprite>
		<sprite id = "12">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ted: It’s - er - lens solution… but I’m sure I don’t supply this brand." speechtype="" character="Ted" />   	    
			</conversation>
		</sprite>
	</npc>
	<npc id="L15">
		<!-- -->	   
		<sprite id = "0">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Rick: Daniel was not just a fellow member of the Lodge... he was a dear friend." speechtype="" character="Rick" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Rick: With all the faulty wiring at the Lodge, it would be easy setting up a murder through electrocution... poor Daniel..." speechtype="" character="Rick" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Rick: I can’t imagine why anyone would do something like this to poor Daniel!" speechtype="" character="Rick" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Rick: Moose Lodge is going to face hard waters without Daniel around anymore..." speechtype="" character="Rick" />   	    
			</conversation>
		</sprite>
		<sprite id = "1">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Rick: I’m not the kind of guy who holds a grudge, especially against a friend as close to me as Daniel!" speechtype="" character="Rick" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Rick: You’ve got to believe me, there’s no way that any of my tools can have been at the Lodge!" speechtype="" character="Rick" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Rick: This is all pretty unnerving... Jessica, only you can put an end to this mess!" speechtype="" character="Rick" />   	    
			</conversation>
		</sprite>
		<sprite id = "2">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Rick: I was in such a hurry to get out of the place that I didn’t notice the mess I left behind!" speechtype="" character="Rick" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Rick: I guess it was pretty careless of me to come straight back to the shop and leave those messy fingerprints here too..." speechtype="" character="Rick" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Rick: I desperately wanted to know why Daniel chose another contractor instead of me... that’s why I threw caution to the winds and got into the house through the broken window!" speechtype="" character="Rick" />   	    
			</conversation>
		</sprite>
		<sprite id = "3">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Rick: That doesn’t seem to ring any bells..." speechtype="" character="Rick" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Rick: I’m pretty sure I can’t help with that." speechtype="" character="Rick" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Rick: Nope, I’m as blank as a sheet." speechtype="" character="Rick" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Rick: Hm… have I seen this before? Nope." speechtype="" character="Rick" />   	    
			</conversation>
			<conversation id="4" >	
				<dialog id="0" dialogtext="Rick: Sorry, but I can’t help!" speechtype="" character="Rick" />   	    
			</conversation>
		</sprite>
		<sprite id = "4">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Rick: Hmph! See that? Daniel chose Greenley’s over New Age even though I’m sure mine was the lowest bid!" speechtype="" character="Rick" />   	    
			</conversation>
		</sprite>
		<sprite id = "5">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Rick: Whoa is that blood? Is it from - I mean - where did that come from?" speechtype="" character="Rick" />   	    
			</conversation>
		</sprite>
		<sprite id = "6">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Rick: I don’t supply any tools of these brands! I’m certain of it!" speechtype="" character="Rick" />   	    
			</conversation>
		</sprite>
		<sprite id = "7">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Rick: I found that in Daniel and Maddy’s house... I couldn’t believe it! Why would Maddy do something like this?" speechtype="" character="Rick" />   	    
			</conversation>
		</sprite>
		
	</npc>
	<npc id="L16">
		<!-- -->	   
		<sprite id = "0">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ted: Rick couldn’t take it when he heard Daniel awarded the contract to an electrician from out of town. He just... exploded!" speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Ted: If you ask me, the Lodge is in a tight spot; renovations half done, funds running low, and now this! Moose Lodge’s days are numbered." speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Ted: If you can get the ledger of the Lodge accounts, bring it here. Just a quick look through it should be very... enlightening." speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Ted: Things got pretty ugly when Rick found out that Daniel ignored his bid to do the rewiring at the Lodge." speechtype="" character="Ted" />   	    
			</conversation>
		</sprite>
		<sprite id = "1">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ted: Sorry madam, I’m afraid I can’t help you with that!" speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Ted: Come to me with a cold and maybe I can be of more help!" speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Ted: I want to help, but I’m no Sherlock, I’m afraid." speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Ted: It pains me to see a lady in need and know I can’t be of assistance." speechtype="" character="Ted" />   	    
			</conversation>
			<conversation id="4" >	
				<dialog id="0" dialogtext="Ted: I’m sure that holds some kind of a secret... but it totally eludes me!" speechtype="" character="Ted" />   	    
			</conversation>
		</sprite>
		<sprite id = "2">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ted: It’s a list of electrical contractors around the area. Rick could probably tell you more about it." speechtype="" character="Ted" />   	    
			</conversation>
		</sprite>
		<sprite id = "3">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ted: Hm... that looks familiar? Is that Daniel’s?" speechtype="" character="Ted" />   	    
			</conversation>
		</sprite>
		<sprite id = "4">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ted: Oh is that for me? I’m touched." speechtype="" character="Ted" />   	    
			</conversation>
		</sprite>
		<sprite id = "5">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ted: Ah, isn’t that the ledger of the Lodge accounts? Try and tally one of the accounts and you’ll find something interesting." speechtype="" character="Ted" />   	    
			</conversation>
		</sprite>
		<sprite id = "6">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ted: What did I tell you? I’ve always known about it... I just mentioned it in conversation one day and Daniel flipped! That was my last day as a Lodge member." speechtype="" character="Ted" />   	    
			</conversation>
		</sprite>
		<sprite id = "7">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ted: What’s this? Is this - um - it’s some kind of mail or something, is it?" speechtype="" character="Ted" />   	    
			</conversation>
		</sprite>
		<sprite id = "8">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ted: It’s - er - lens solution… but I’m sure I don’t supply this brand." speechtype="" character="Ted" />   	    
			</conversation>
		</sprite>
		<sprite id = "9">
			<conversation id="0" >	
				<dialog id="0" dialogtext="" speechtype="" character="Ted" />   	    
			</conversation>
		</sprite>
	</npc>
	<npc id="L18">
		<!-- -->	   
		<sprite id = "0">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Vern: I took a poll at the Lodge before the official one just to see how things were going to turn out… and according to it, I was going to win! You can imagine my shock when I heard the results of counting of the official poll a day later..." speechtype="" character="Vern" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Vern: I’m no sore loser, Jessica. I wouldn’t make a public accusation against Daniel without a solid reason!" speechtype="" character="Vern" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Vern: It’s disconcerting, having to take up the President’s chair due to such a turn of events." speechtype="" character="Vern" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Vern: Could Daniel have rigged the poll so he would win? Perhaps I’ll never know now..." speechtype="" character="Vern" />   	    
			</conversation>
		</sprite>
		<sprite id = "1">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Vern: Hold it Jessica! If you can show me some proof that I broke into the Lane household then maybe I’ll let you look around." speechtype="" character="Vern" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Vern: I’m sorry Jessica, but you’ll have to leave now..." speechtype="" character="Vern" />   	    
			</conversation>
		</sprite>
		<sprite id = "2">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Vern: I’m a reasonable man, Jess, but I don’t see how that proves I broke into Daniel and Maddy’s house!" speechtype="" character="Vern" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Vern: I think you should take a breather - the pressure must be getting to you!" speechtype="" character="Vern" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Vern: You’re not making sense at all." speechtype="" character="Vern" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Vern: I don’t mean to be rude, but unless you have something relevant to show me could you leave?" speechtype="" character="Vern" />   	    
			</conversation>
		</sprite>		
		<sprite id = "3">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Vern: No can do, Jessica. I haven’t got a clue." speechtype="" character="Vern" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Vern: Sorry old friend, I don’t know much about that." speechtype="" character="Vern" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Vern: Sorry, Jessica, but I’m no detective." speechtype="" character="Vern" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Vern: Nothing comes to mind..." speechtype="" character="Vern" />   	    
			</conversation>
			<conversation id="4" >	
				<dialog id="0" dialogtext="Vern: Wish I could help with that, sorry." speechtype="" character="Vern" />   	    
			</conversation>
		</sprite>		
	</npc>
	<npc id="L19">
		<!-- -->	   
		<sprite id = "0">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Perley: With Daniel gone, I will single-handedly be handling the Lodge’s accounts from now. It’s no laughing matter!" speechtype="" character="Perley" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Perley: The ledger of the Lodge’s accounts is tucked away somewhere... as you can see, there’s much work to sort out before I can search for it!" speechtype="" character="Perley" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Perley: I simply detest today’s gadgetry! It’s all in very bad taste, if you ask me! It’s no surprise that youngsters nowadays are so dimwitted." speechtype="" character="Perley" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Perley: I am one of the Lodge’s oldest members, and have handled its accounts for years now. It will take a lot more than a simple murder to slow me down!" speechtype="" character="Perley" />   	    
			</conversation>
		</sprite>
		<sprite id = "1">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Perley: With all due respect, Miss Detective - show me definitive proof that I have been, as you say, ‘embezzling’ the Lodge’s funds, and I’ll be happy to let you snoop around all you want." speechtype="" character="Perley" />   	    
			</conversation>
		</sprite>
		<sprite id = "2">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Perley: Preposterous! How does that prove I’ve been embezzling from the Lodge’s funds?" speechtype="" character="Perley" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Perley: This is ridiculous! Just what are you implying?" speechtype="" character="Perley" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Perley: What is the meaning of this? I don’t have time to look at such trivial things!" speechtype="" character="Perley" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Perley: Madam, you will have to leave now if you have nothing of worth to show me!" speechtype="" character="Perley" />   	    
			</conversation>
		</sprite>
		<sprite id = "3">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Perley: I’m far too busy to look at that now." speechtype="" character="Perley" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Perley: I am a man of numbers and science! That sort of thing bears no relevance to me!" speechtype="" character="Perley" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Perley: Are you the detective here, or am I?" speechtype="" character="Perley" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Perley: Don’t go thinking that everyone here is as jobless as you!" speechtype="" character="Perley" />   	    
			</conversation>
			<conversation id="4" >	
				<dialog id="0" dialogtext="Perley: Do I look like I care what that is?" speechtype="" character="Perley" />   	    
			</conversation>
		</sprite>
		<sprite id = "4">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Perley: Where did you get that? I’ll have you know that you are unauthorized to be looking at the official Moose Lodge documents!" speechtype="" character="Perley" />   	    
			</conversation>
		</sprite>
	</npc>
	<npc id="L24">
		<!--On clicking destination or anywhere when autopsy report dest is active-->	   
		<sprite id = "0">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Inspector: I want solid evidence - anything that could prove that it wasn’t just the statue that killed Christensen! " speechtype="" character="Inspector" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Inspector: Do you have anything that would indicate that the cause of Christensen’s death was not a blow from the trophy?  " speechtype="" character="Inspector" />   	    
			</conversation>
		</sprite>
		<sprite id = "1">
			<conversation id="0" >	
				<dialog id="0" dialogtext="" speechtype="" character="Colleen" />   	    
			</conversation>
		</sprite>
		<!--On clicking second NPC after video 29-->
		<sprite id = "2">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Shamus: I was shocked seeing there was so much commotion near the library… but I never imagined that a murder would be the cause of it all!" speechtype="" character="Shamus" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Shamus: I think a look at the notice board will make it clear to you what Christensen and I had in common." speechtype="" character="Shamus" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Shamus: I can’t imagine what business Christensen would have here at the College…did he somehow come to know that the manuscript was here?" speechtype="" character="Shamus" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Shamus: Christensen has an unfortunate history of not always being completely… honest… with his analysis." speechtype="" character="Shamus" />   	    
			</conversation>
			<conversation id="4" >	
				<dialog id="0" dialogtext="Shamus: Looks like you arrived just in time for a mystery, Jess!" speechtype="" character="Shamus" />   	    
			</conversation>
		</sprite>
		<sprite id = "3">
			<conversation id="0" >	
				<dialog id="0" dialogtext="" speechtype="" character="Colleen" />   	    
			</conversation>
		</sprite>
		<sprite id = "4">
			<conversation id="0" >	
				<dialog id="0" dialogtext="" speechtype="" character="Colleen" />   	    
			</conversation>			
		</sprite>
		<!--On clicking second NPC after cutscreen 34b-->
		<sprite id = "5">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Shamus: This has really put all of us in a bind... it’s your quick thinking in reminding the Inspector about the contents of the Autopsy Report that saved me, Jess!" speechtype="" character="Shamus" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Shamus: I wonder if the Inspector can come up with what really dealt the killing blow to Mr. Christensen..." speechtype="" character="Shamus" />   	    
			</conversation>		
		</sprite>
		
		<!--On dropping any inventory on NPC1-->
		<sprite id = "6">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Shamus: I’m sorry, but I don’t think I can be of much help." speechtype="" character="Shamus" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Shamus: I doubt I’d make much of a detective, Jess!" speechtype="" character="Shamus" />   	    
			</conversation>		
			<conversation id="2" >	
				<dialog id="0" dialogtext="Shamus: I truly wish I could be more helpful to the investigation..." speechtype="" character="Shamus" />   	    
			</conversation>	
		</sprite>
		
		<!--On dropping List inventory on NPC1-->
		<sprite id = "7">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Shamus: I believe this is a list of document authentication experts… why is my name circled though?" speechtype="" character="Shamus" />   	    
			</conversation>
		</sprite>
		<!--On dropping address inventory on NPC1-->
		<sprite id = "8">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Shamus: This looks like… details of a student, undoubtedly one of my own! Who could it be? You ought to on the database, Jess, you might find who it is." speechtype="" character="Shamus" />   	    
			</conversation>
		</sprite>
		<!--On dropping crumbled sheet inventory on NPC1-->
		<sprite id = "9">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Shamus: Hm... a perfectly ordinary looking piece of paper... but if you’re suspicious about it, why not examine it at my study table?" speechtype="" character="Shamus" />   	    
			</conversation>
		</sprite>
	</npc>
	
	<npc id="L27">
		<!--On clicking NPC after video 31-->	   
		<sprite id = "0">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Conor: Johan Christensen heard about the Joyce manuscript and called me up to express his eagerness to examine it... that was the first, and last, time I ever spoke to him." speechtype="" character="Conor" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Conor: The Joyce manuscript was something I discovered by accident among my father’s old papers - quite naturally, word about spread far and wide." speechtype="" character="Conor" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Conor: I’m afraid I can’t tell you much about Christensen - I never had the pleasure of meeting him here while he was alive, or even at his native Switzerland." speechtype="" character="Conor" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Conor: This is all quite a sticky business... I would appreciate if I was left well out of it." speechtype="" character="Conor" />   	    
			</conversation>
		</sprite>
		<!--On clicking NPC after video 31-->	   
		<sprite id = "1">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Conor: This is an outrage! This... brat has been blackmailing! This weasel!" speechtype="" character="Conor" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Conor: I tell you, I am not one to bend to a threat! You don’t scare me one bit, boy!" speechtype="" character="Conor" />   	    
			</conversation>
		</sprite>
		<!--On clicking destination or anywhere after cutscreen 35-->	   
		<sprite id = "2">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Conor: This is all highly inappropriate! Do you have any proof that I have, in fact, been to Switzerland?" speechtype="" character="Conor" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Conor: What could I possibly hope to achieve from lying to you? Can you prove that I am? " speechtype="" character="Conor" />   	    
			</conversation>
		</sprite>
		<!--On clicking NPC after cutscreen 35a-->	   
		<sprite id = "3">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Conor: Christensen was the most knowledgeable expert in document authentication I’d ever met, and I wanted his opinion on the Joyce manuscript. That’s all." speechtype="" character="Conor" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Conor: I travel all over the world for business. It’s only natural that one trip to Switzerland would slip my mind!" speechtype="" character="Conor" />   	    
			</conversation>
		</sprite>
		<!--On dropping inv on NPC-->	   
		<sprite id = "4">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Conor: I’m too busy a man to waste time with such triviality!" speechtype="" character="Conor" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Conor: I don’t mean to be rude, but I’m not in a position for idle talk now." speechtype="" character="Conor" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Conor: I haven’t the faintest idea why you’re showing this to me." speechtype="" character="Conor" />   	    
			</conversation>
		</sprite>
		<sprite id = "5">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Colleen: Jess, you can’t be serious! Do you have proof that I was at the Library that night?" speechtype="" character="Colleen" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Colleen: I wouldn’t be in the Library that late… do you have proof that I was?" speechtype="" character="Colleen" />   	    
			</conversation>
		</sprite>
	</npc>
	<npc id="L28">
		<!--On clicking NPC after video 32-->	   
		<sprite id = "0">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ian: It’s been nearly ten years since I last saw my father Johan Christensen... I can’t say I’m very broken up about his death." speechtype="" character="Ian" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Ian: Sure, there was no love lost between father and me, but I wouldn’t ever bother doing something like killing him off! I didn’t even know he was here!" speechtype="" character="Ian" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Ian: I was right here all day yesterday…just ask anyone, I’m sure they’ll tell you the same." speechtype="" character="Ian" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Ian: I find the ambience here perfect for my writing… one day my books will make me more famous than father ever was. " speechtype="" character="Ian" />   	    
			</conversation>
			<conversation id="4" >	
				<dialog id="0" dialogtext="Ian: I couldn’t care less who’s behind the murder..." speechtype="" character="Ian" />   	    
			</conversation>
		</sprite>
		<!--On clicking destination or anywhere when surilence destination active-->	   
		<sprite id = "1">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ian: I didn’t budge from here all day yesterday, and I have a pub full of people here who can vouch for me! " speechtype="" character="Ian" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Ian: Do you think you can prove that I was at the Library yesterday? Just go ahead and try!" speechtype="" character="Ian" />   	    
			</conversation>			
		</sprite>
		<!--On clicking NPC after using surveilance -->	   
		<sprite id = "2">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ian: I got curious when I saw my old man headed to the College, so I followed him. We talked a bit at the Library, and that’s it." speechtype="" character="Ian" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Ian: So I was at the Library. Big deal! I only went there to see what business my father had there." speechtype="" character="Ian" />   	    
			</conversation>			
		</sprite>
		<!--On dropping inv survilance disc on  NPC -->	   
		<sprite id = "3">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ian: What’s that, footage from the Library? I’m just quivering in fear!" speechtype="" character="Ian" />   	    
			</conversation>			
		</sprite>
		<!--On dropping any inv disc on  NPC -->	   
		<sprite id = "4">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Ian: Look, lady, I’m not a snoop like you, ok? I don’t know what that is!" speechtype="" character="Ian" />   	    
			</conversation>	
			<conversation id="1" >	
				<dialog id="0" dialogtext="Ian: Would you mind not showing me other people’s junk? I’ve got writing to do." speechtype="" character="Ian" />   	    
			</conversation>	
			<conversation id="2" >	
				<dialog id="0" dialogtext="Ian: Why would I know anything about that?" speechtype="" character="Ian" />   	    
			</conversation>		
		</sprite>
	</npc>
	<npc id="L29">
		<!--On clicking first NPC after video 29-->
		<sprite id = "0">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Colleen: This is all quite baffling... I can only say I’m gladder than ever you’re here, Jess!" speechtype="" character="Colleen" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Colleen: What will people think when this news gets out? They’ll be terrified to come to the library!" speechtype="" character="Colleen" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Colleen: What was Mr. Christensen doing at the gallery in the first place? It’s giving me the chills thinking about what must have happened there..." speechtype="" character="Colleen" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Colleen: Jess, you can get to the bottom of this, can’t you? I know you can!" speechtype="" character="Colleen" />   	    
			</conversation>
		</sprite>
		<!--On clicking first NPC after cutscreen 34b-->
		<sprite id = "1">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Colleen: I was very shaken after the encounter with Mr. Christensen at the Library... I never expected him to show up out of nowhere demanding to look at the manuscript!" speechtype="" character="Colleen" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Colleen: When Mr. Christensen tried to force me to open the manuscript display case, it took me all my effort to keep from screaming for help! He had such a haunted look in his eyes, like a man possessed!" speechtype="" character="Colleen" />   	    
			</conversation>			
		</sprite>
		<!--On dropping crumbled sheet inventory on NPC0-->
		<sprite id = "2">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Colleen: It faintly smells like lemon... how odd!" speechtype="" character="Colleen" />   	    
			</conversation>
		</sprite>
		<!--On dropping survilance shot inventory on NPC0-->
		<sprite id = "3">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Colleen: Oh my... who’s that prowling around the library at night?" speechtype="" character="Colleen" />   	    
			</conversation>
		</sprite>
		<!--On dropping any inv on NPC0-->
		<sprite id = "4">
			<conversation id="0" >	
				<dialog id="0" dialogtext="Colleen: Um... no, I simply cannot draw anything from that!" speechtype="" character="Colleen" />   	    
			</conversation>
			<conversation id="1" >	
				<dialog id="0" dialogtext="Colleen: You’ve always been better at figuring things out that I am, Jess!" speechtype="" character="Colleen" />   	    
			</conversation>
			<conversation id="2" >	
				<dialog id="0" dialogtext="Colleen: Nothing comes to mind... I’m so sorry!" speechtype="" character="Colleen" />   	    
			</conversation>
			<conversation id="3" >	
				<dialog id="0" dialogtext="Colleen: I wish I could have helped you out more, Jess..." speechtype="" character="Colleen" />   	    
			</conversation>			
		</sprite>
	</npc>
	
	<level id="L0">	   
		<sprite id = "0">	   
		<!-- level intro message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	    
			</conversation>	   
		</sprite>	   
  	   
		<sprite id = "1">	   
		<!-- level intro message -->	   
				<conversation id="0" >	   
				<dialog id="0" dialogtext="Shawn: It's going to take a lot of searching to find that key. Donny's told me it's in a bottle somewhere..." speechtype="" character="Shawn" />
			</conversation>	   
		</sprite>	   
  	   
		<sprite id = "2"> 	   
		<!-- Piano destination message message . if inventory in hand -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="If I use the lid prop the piano will be exactly like the one in the painting." speechtype="" character="Jessica" />	   
			</conversation>	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="If only I could get the lid open somehow..." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite> 	   
	   
		<sprite id = "3">   	   
		<!-- painting destination message. if inventory in hand-->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I should probably give the cherub his harp back." speechtype="" character="Jessica" />    	   
			</conversation>	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Something seems to be missing from this cherub's hands..." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite>	   
		<sprite id = "4"> 	   
		<!-- after opening painting -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Aha! I can see the key you mentioned inside this ship-in-a-bottle. We should put the bottle back where it belongs and find a way to get the key out." speechtype="" character="Jessica" />	   
			</conversation>   	   
		</sprite> 	   
	   
		<sprite id = "5"> 	   
		<!-- ship stand destination message .if inventory in hand-->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="This is a perfect spot for that ship-in-a-bottle." speechtype="" character="Jessica" />	   
			</conversation>	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="A grand display indeed, but one of the bottles seems to be missing." speechtype="" character="Jessica" />	   
			</conversation>   	   
		</sprite> 	   
 	   
		<sprite id = "6"> 	   
		<!-- ship stand destination 2 for magnet message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="How will I get the metal key out of the bottle? " speechtype="" character="Jessica" />	   
			</conversation>	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="I need to find a way to take the metal key out." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite> 	   
   
		<sprite id = "7"> 	   
		<!-- after getting key message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Shawn: Well, now we've got the key, let's go over to the gallery now!" speechtype="2" character="Shawn" />	   
				<dialog id="1" dialogtext="Jessica: Very well! Let's go!" speechtype="2" character="Jessica" />   	   
			</conversation>  	   
		</sprite>
		<sprite id = "8"> 	   
		<!-- painting destination message . if inventory not in hand -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Shawn: What?! Jessica! I can't see my reflection in the mirror!" speechtype="" character="Shawn" />	   
				<dialog id="1" dialogtext="Jessica: This is no mirror! It&apos;s a painting of the room behind us! Hmm... The piano in the painting is open." speechtype="" character="Jessica" />           	   
			</conversation>	   
		</sprite>
		<sprite id = "9"> 	   
		<!-- door in bg click -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="The key must be somewhere right here in this room itself." speechtype="" character="Shawn" />           	   
			</conversation>	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="We shouldn't be roaming around the house uninvited." speechtype="" character="Jessica" />           	   
			</conversation>	   
		</sprite>	   
		<sprite id = "10"> 	   
		<!-- puzzle area click  -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Milton is clearly an avid reader - I should take a closer look at these later." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite>	 
		<sprite id = "11"> 	   
		<!-- puzzle area click  -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Milton was constantly plagued by bad dreams - they had something to do with his past." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite>	  
		<sprite id = "12"> 	   
		<!-- news paper popup -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Lawsuits and other allegations? Milton is not very popular." speechtype="" character="Shawn" />	   
			</conversation>	   
		</sprite>	 
		<sprite id = "13"> 	   
		<!-- lid prop destination click message before seeing painting -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to open up the lid of the piano now." speechtype="" character="Jessica" />	   
			</conversation>
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Where can I find something to prop up the piano lid?" speechtype="" character="Jessica" />	   
			</conversation>	   	   
		</sprite>
		<sprite id = "14"> 	   
		<!-- painting destination message .second time if inventory not in hand -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Only someone with a wild imagination could come up with something like this." speechtype="" character="Shawn" />
			</conversation>	   
		</sprite>
		
		<!--cutScreen messages video 6 replaces with below conversation-->
    	<sprite id = "15">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Shawn: It's going to take a lot of searching to find that key. Donny's told me it’s in a bottle somewhere, but... Mr. Becker’s got a flair for theatrics!" speechtype="1" character="Shawn" />
    			<dialog id="1" dialogtext="Jessica: Well, there's no time to lose. Let's poke around and find it!" speechtype="1" character="Jessica" />
   			</conversation>   	      
    	</sprite>
    	<!--magnet use in popup not in the destination-->
    	<sprite id = "16">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: The magnet doesn't seem to be strong enough to attract the key from here.  Maybe if I place the magnet closer to the key..." speechtype="1" character="Jessica" />
   			</conversation>   	      
    	</sprite>   
    	
    	<sprite id = "17"> 	   
		<!-- knife destination click message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to cut the fabric and see what's under it now." speechtype="" character="Jessica" />	   
			</conversation>
			<conversation id="1" >	   
				<dialog id="0" dialogtext="There's a bulge under the fabric. I should find something to cut it with." speechtype="" character="Jessica" />	   
			</conversation>	   	   
		</sprite>
		<sprite id = "18"> 	   
		<!-- wooden bird destination click message-->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Maybe I have what this clock is missing." speechtype="" character="Jessica" />	   
			</conversation>
			<conversation id="1" >	   
				<dialog id="0" dialogtext="A cuckoo clock without a cuckoo... I wonder where it could be. I shouldn't tamper with the needles until I know what time to set them to." speechtype="" character="Jessica" />	   
			</conversation>	   	   
		</sprite>
		<sprite id = "19"> 	   
		<!-- silverheart destination click message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to open up the diary now." speechtype="" character="Jessica" />	   
			</conversation>
			<conversation id="1" >	   
				<dialog id="0" dialogtext="An oddly shaped lock - I'll need something heart shaped to open it." speechtype="" character="Jessica" />	   
			</conversation>	   	   
		</sprite>
		<sprite id = "20"> 	   
		<!-- on picking legal documents message -->	    
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: An empty folder labeled 'Odette Becker'. Could this belong to Milton's wife? I think I know where it belongs!" speechtype="" character="Jessica" />	   
			</conversation>
		</sprite>
		<sprite id = "21"> 	   
		<!-- on using bird -->	    
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I'll need some kind of clue as to what time to set the clock to." speechtype="" character="Jessica" />	   
			</conversation>
		</sprite>
		<sprite id = "22"> 	   
		<!-- on using bird -->	    
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I should check my journal for a clue on what time to set the clock to." speechtype="" character="Jessica" />	   
			</conversation>
		</sprite>
		<sprite id = "23"> 	   
		<!-- on collecting winding key -->	    
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: It's time to make some music!" speechtype="" character="Jessica" />	   
			</conversation>
		</sprite>
	</level>	   
	   
	<!-- L1 Edgeworth lane -->	   
	<level id="L1">	   
 	   
		<sprite id = "0">	   
		<!-- level intro message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
			</conversation>	   
		</sprite>	   
  	   
		<sprite id = "1">	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="..." speechtype="" character="Shawn" />
			</conversation>	   
		</sprite>	   
		<!--on Clicking NPC-->	
    	<sprite id = "2">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Donny: Good morning Jessica! I can't imagine why my brother Milton is running late on a fine day like this." speechtype="1" character="Donny" />
   			</conversation>   	      
    	</sprite> 	   
		<!-- to L9 message -->	   
		<sprite id = "3">	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="This is the hardware shop run by Vern. He's been away for a couple of days." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite>	 
		<sprite id = "4">	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="A flier about the inauguration of a painting by one of our local artists at the gallery - perhaps Milton is busy with this!" speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite>	
		<sprite id = "5">	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="What a shame that the inauguration never happened!" speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite> 
		<sprite id = "6">	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to open the door and enter the house." speechtype="" character="Jessica" />	   
			</conversation>	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="The door is locked. The key must be in the mailbox." speechtype="" character="Jessica" />	   
			</conversation>	      
		</sprite>     
		<sprite id = "7">	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Mort: The boys have the area taped off." speechtype="" character="Mort" />
				<dialog id="1" dialogtext="Jessica: We can come back when they're done." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite>    
		<!--on Clicking area to L5-->	
    	<sprite id = "8">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Donny: Sorry, Jessica, but I haven't opened up the shop just yet!" speechtype="1" character="Donny" />
   			</conversation>   	      
    	</sprite> 	   
		<sprite id = "9"> 	   
		<!-- knifehandle destination click message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have just what this blade is missing." speechtype="" character="Jessica" />	   
			</conversation>
			<conversation id="1" >	   
				<dialog id="0" dialogtext="It wouldn't be safe picking up the blade without its handle." speechtype="" character="Jessica" />	   
			</conversation>	   	   
		</sprite>    
		<!--L30 blocking message when appearing NPC-->
    	<sprite id = "10">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Donny: Oh, did you find the key to the Gallery? My brother used to say he had a spare one at home." speechtype="1" character="Donny" />
   			</conversation>   	      
    	</sprite> 
    	<!--on Clicking NPC after finding gallery key-->	
    	<sprite id = "11">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Donny: Found the key, have you? Good! The gallery is on the next street over." speechtype="2" character="Donny" />
   			</conversation>   	      
    	</sprite> 	
    	<!--on Clicking NPC after visiting L3-->	
    	<sprite id = "12">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Mort: Donny's probably really broken up now, but investigating the crime scene is our first priority if we want to help him!" speechtype="" character="Mort" />
   			</conversation>   	      
    	</sprite> 	 
    	<!--on collecting knife -->	
    	<sprite id = "13">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Just what I needed... Maybe this case isn't sewn up just yet!" speechtype="" character="Jessica" />
   			</conversation>   	      
    	</sprite> 	   
	</level>	   
	   
	<!-- L2 Gardiner Heights-->	   
	<level id="L2">	   
 	   
		<sprite id = "0">	   
		<!-- level intro message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
			</conversation>	   
		</sprite>	   
  	   
		<sprite id = "1">	   
		<!-- gallery key destination message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I ought to return the key to Natalie." speechtype="" character="Jessica" />	   
			</conversation>	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Natalie can't let us in without her key." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite>	   
    	   
		<sprite id = "2">	   
		<!-- L7 message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="This is the Lane household. I guess no one's in." speechtype="" character="Jessica" />   	   
			</conversation>	   
		</sprite>	   
 	   
		<sprite id = "3">	   
		<!-- L8 message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="..." speechtype="" character="Jessica" />   	   
			</conversation>	   
		</sprite>	 
		<sprite id = "4">	   
		<!-- To moose lodge message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Moose Lodge is currently undergoing renovations preparing for a big auction. It's closed." speechtype="" character="Jessica" />   	   
			</conversation>	   
		</sprite>	
		<sprite id = "5">	   
		<!-- pully destination messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I think I have something to use here." speechtype="" character="Jessica" />   	   
			</conversation>
			<conversation id="1" >	   
				<dialog id="0" dialogtext="I'll need something long to pick up the keys with." speechtype="" character="Jessica" />   	   
			</conversation>	   
		</sprite>	  
		<sprite id = "6">	   
		<!-- Natlie L8 block messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Natalie: Mrs. Fletcher! You wouldn't believe me if I told you, but I've locked myself out of my studio- you can see the keys through the window but there's no hope of reaching them!" speechtype="1" character="Natalie" />   	   
			</conversation>	   
		</sprite>	
		<!--NPC speech...-->
    	<sprite id = "7">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Natalie: Brilliant! I thought I'd be stuck here all day!" speechtype="2" character="Natalie" />
   			</conversation>   	      
    	</sprite>
    	<!--After using Natalies key....-->
    	<sprite id = "8">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I can use this opportunity to take a look around Natalie's studio and ask her some questions as well." speechtype="" character="Jessica" />
   			</conversation>   	      
    	</sprite>
	</level>	   
 	   
	<!-- L3 Art gallery hall-->	   
	<level id="L3">	   
		<sprite id = "0">	   
		<!-- Nothing to do -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
			</conversation>	   
		</sprite>  	   
		<sprite id = "1">	   
		<!-- rose click message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="A wilted rose - was Milton meeting someone special here before his death?" speechtype="" character="Mort" />
			</conversation>	       	   
		</sprite>	   
		<sprite id = "2">	   
		<!-- curtain without inventory message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Let's see what's behind this curtain." speechtype="" character="Jessica" />	   
			</conversation>  	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="It looks like the curtain rope is broken. I need to fix it somehow." speechtype="" character="Jessica" />	   
			</conversation>      	   
		</sprite>	   
		<sprite id = "3">	   
		<!-- statue without helmet inventory message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="It looks like one of these soldiers is missing his arm guard." speechtype="" character="Jessica" />	   
			</conversation>   	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="I have what I need to complete this soldier's armor." speechtype="" character="Jessica" />	   
			</conversation>    	   
		</sprite>    	   
		<sprite id = "4">	   
		<!-- after animation plays ..missing of painting message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Seems that a murder isn't the only crime that was committed here, Sheriff. Take a look at this." speechtype="" character="Jessica" />	   
				<dialog id="1" dialogtext="Mort: It looks like the painting was cut out of the frame. I wonder if it was a valuable one...." speechtype="" character="Mort" />	   
			</conversation>      	   
		</sprite>    	   
		<sprite id = "5">	   
		<!-- after puzzle without inventory message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to recover the writing now." speechtype="" character="Jessica" />	   
			</conversation>    	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="I can faintly make out a signature of someone named Sabrina Arseneau - This looks like an important letter, but the ink has run so it's impossible to read. I wonder if the writing can be recovered somehow." speechtype="" character="Jessica" />	   
			</conversation>	   	     	   
		</sprite>    	   
		<sprite id = "6">	   
		<!-- after animation plays pop up closes and the below message comes  -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Judging by this letter, Sabrina is rather riled up." speechtype="" character="Jessica" />	   
				<dialog id="1" dialogtext="Mort: Riled up enough to steal? Let's pay her a visit at the law office on Gardiner Heights." speechtype="" character="Mort" />	   
			</conversation>      	   
		</sprite>	   
		<sprite id = "7">	   
		<!-- after curtain animation  -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Look! The painting is gone! It looks like someone cut it right out of its frame!" speechtype="" character="Jessica" />	   
			</conversation>      	   
		</sprite>	   
		<sprite id = "8">	   
		<!-- dead body click  -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Mort: Poor guy! Stabbed in the back - I've never seen a stab wound of such a strange shape." speechtype="" character="Mort" />	   
				<dialog id="1" dialogtext="Jessica: You're right - it looks like a crescent moon. And where did that smear of paint on his face come from?" speechtype="" character="Jessica" />	   
			</conversation>      	   
		</sprite>	   
		<sprite id = "9">	   
		<!-- ink recovery liquid dest message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I think I have the item I need to recover the writing now." speechtype="" character="Jessica" />	   
			</conversation>   	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="The writing on this letter is all blotched and completely unreadable. If only I could recover it somehow." speechtype="" character="Jessica" />	   
			</conversation>    	   
		</sprite>    	   
		<sprite id = "10">	   
		<!-- popup click message nothing to do inside message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="These markings on this frame look very strange. I wonder if the killer used the same item to cut out the painting and stab Milton." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite>  	   
		<sprite id = "11">	   
		<!-- popup click message nothing to do inside message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I want to take a closer look at this paper, but I need to move the statue first." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite>  
		<sprite id = "12">	   
		<!-- after using paint recovery liquid message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: This is a letter to Milton from the lawyer Sabrina Arseneau - It seems she was ready to press charges against him over something." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite>  
		<sprite id = "13">	   
		<!-- key card messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="The key card might be able to open this door." speechtype="" character="Jessica" />	   
			</conversation>    	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="The counter door is locked." speechtype="" character="Jessica" />	   
			</conversation>
		</sprite>
		<sprite id = "14">	   
		<!-- after P8 messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: This is conclusive evidence that proves that Shawn's chisel was the tool used to steal the painting... And to murder Milton. It's time to demand an explanation!" speechtype="3" character="Jessica" />	   
			</conversation>
		</sprite>    
		<sprite id = "15">	   
		<!-- after P8 messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: It's likely that the name of the person who was meeting Milton was on the card that came with the rose - it's a shame that it's torn!" speechtype="" character="Jessica" />	   
			</conversation>
		</sprite>     	   
	</level> 	   
	<!-- L4 Art Gallery Office-->	   
	<level id="L4">	   
		<sprite id = "0">	   
		<!-- Nothing to do message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
			</conversation>	   
		</sprite> 	   
		<sprite id = "1">	   
		<!-- if we use knife on plant message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I should use something a little less clumsy to prune the bush." speechtype="" character="Jessica" />   	   
			</conversation>	   
		</sprite>	   
		<sprite id = "2">	   
		<!-- drawer with first key inventory -->	   
			<conversation id="0" >    	   
				<dialog id="0" dialogtext="I have the item I need to open the drawer." speechtype="" character="Jessica" />	   
			</conversation>	   
			<conversation id="1" >    	   
				<dialog id="0" dialogtext="The drawer is locked." speechtype="" character="Jessica" />	   
			</conversation>     	   
		</sprite> 	   
		<sprite id = "3">	   
		<!-- drawer without second key in hand inventory -->	   
			<conversation id="0" >    	   
				<dialog id="0" dialogtext="I think I have the key to this music box." speechtype="" character="Jessica" />	   
			</conversation>	   
			<conversation id="1" >    	   
				<dialog id="0" dialogtext="It's an old fashioned wind-up music box. But it's missing its key." speechtype="" character="Jessica" />	   
			</conversation>      	   
		</sprite>        	   
		<sprite id = "4">	   
		<!-- plant without inventory -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I think I can see something in there, but it's all thorns - I have the item I need to trim the bush and get it out." speechtype="" character="Jessica" />	   
			</conversation>   	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="I think I can see something in there, but it's all thorns!" speechtype="" character="Jessica" />	   
			</conversation>      	   
		</sprite>	   
		<sprite id = "5">	   
		<!-- paper after moving with inventory -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to take the paper now." speechtype="" character="Jessica" />	   
			</conversation>   	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="Footprints on the floor of a woman with one broken heel and a paper trapped in the floorboards - I can't fit my fingers in there though..." speechtype="" character="Jessica" />	   
			</conversation>     	   
		</sprite>     	   
		<sprite id = "6">	   
		<!-- printer -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="The blinking light must indicate that something is wrong with the printer." speechtype="" character="Jessica" />	   
			</conversation>      	   
		</sprite>	   
		<sprite id = "7">	   
		<!-- printer after opening -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: How in the world did that get in there?" speechtype="" character="Jessica" />	   
			</conversation>      	   
		</sprite>	   
		<sprite id = "8">	   
		<!-- on taking paper from the printer -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I think I've seen something similar to this before." speechtype="" character="Jessica" />	   
			</conversation>      	   
		</sprite>	   
		<sprite id = "9">	   
		<!-- after moving all papers popup -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Mort: Someone didn't bother wiping their feet on the way in!" speechtype="" character="Mort" />	   
				<dialog id="1" dialogtext="Jessica: The footprints are uneven... judging by the shape, these footprints belong to a woman in heels, and one of the heels must have snapped!" speechtype="" character="Jessica" />	   
			</conversation>      	   
		</sprite>   	   
		<sprite id = "10">	   
		<!-- paint sample  inventory -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to scrape the paint off now." speechtype="" character="Jessica" />  
			</conversation>   	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="This blue mark looks like a hand print. If I had something to scrape the paint off with, I could take a sample." speechtype="" character="Jessica" />	   
			</conversation>     	   
		</sprite>    
		<sprite id = "11">	   
		<!-- when seeing footprints messages -->	   
			<conversation id="0" >
				<dialog id="0" dialogtext="Mort: How can the footprints be unmatched?" speechtype="" character="Mort" />	   
				<dialog id="1" dialogtext="Jessica: Well, judging by the shape, these footprints belong to a woman in heels... and one of the heels must have snapped!" speechtype="" character="Jessica" />   
					   
			</conversation>     	   
		</sprite>           
		<sprite id = "12">	   
		<!-- first time invoice paper active messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: There are finger prints all over this invoice! I feel like I've seen powder of this color before - at Shawn's workshop!" speechtype="" character="Jessica" />	   
			</conversation>
		</sprite>    
		<sprite id = "13">	   
		<!-- when taking paint sammple messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Maybe Donny has something in stock that we can compare this with." speechtype="" character="Jessica" />	   
			</conversation>
		</sprite> 
		<sprite id = "14">	   
		<!-- key card in hand message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: A key card... This must open the door at the reception counter." speechtype="" character="Jessica" />
					   
			</conversation>	   
		</sprite>
		<sprite id = "15">	   
		<!-- clicking on memberShip card -->	   
			<conversation id="0" >
				<dialog id="0" dialogtext="..." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite>
		<sprite id = "16">	   
		<!-- dest message -->	   
			<conversation id="0" >
				<dialog id="0" dialogtext="I have the item I need to fix the printer." speechtype="" character="Jessica" />	   
			</conversation>	
			<conversation id="1" >
				<dialog id="0" dialogtext="The print head is missing! I'll need to find it." speechtype="" character="Jessica" />	   
			</conversation>	      
		</sprite>
		<sprite id = "17">	   
		<!-- character message after collecting photograph -->	   
			<conversation id="0" >
				<dialog id="0" dialogtext="Jessica: Donny seemed pretty close to his brother. We should speak to him and find out if he knows what could have led to such a terrible turn of events." speechtype="4" character="Jessica" />	   
			</conversation>	      
		</sprite>
		                                                                                                                               	   
	</level>	   
	<!-- L5 Art Supply Cashier-->	   
	<level id="L5">	   
		<sprite id = "0">	   
		<!-- level intro message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
			</conversation>	   
		</sprite>  	   
		<sprite id = "1">	   
		<!-- initial message  removed  They run in, make a mess of everything, then run out again. I really need to have a word with their parents.-->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Donny, I’m so sorry about Milton.  How have you been holding up?" speechtype="1" character="Jessica" />	   
				<dialog id="1" dialogtext="Donny: Been alright but the neighborhood kids have been messing around with my red display balloons. It's a hassle... I can’t believe Milton is gone. What can I do for you?" speechtype="3" character="Donny" />	   
				<dialog id="2" dialogtext="Jessica: The painting that was stolen from the gallery - do you remember which one it was?" speechtype="3" character="Jessica" />	   
				<dialog id="3" dialogtext="Donny: I sure do. It was 'Portrait of a Garden', a landscape by the famous Maurice Arseneau. It was the last work he produced before his death." speechtype="1" character="Donny" />
			</conversation>      	   
		</sprite>  	   
		<sprite id = "2">	   
		<!--cobweb popup messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have just the thing to drive the little pest away!" speechtype="" character="Jessica" />    	   
			</conversation>   	   
			<conversation id="1" >    	   
				<dialog id="0" dialogtext="My courage fails me. I'll need to chase that spider off before examining this more closely." speechtype="" character="Jessica" />	   
			</conversation>     	   
		</sprite>	   
		<sprite id = "3">	   
		<!--after collecting helmet. -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: This must be the missing helmet from those statues at the Gallery!" speechtype="" character="Jessica" />    	   
			</conversation>
		</sprite>	   
		<sprite id = "4">	   
		<!-- card message want to add  -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: My! That was unexpected! What's this card..." speechtype="" character="Jessica" />	   
				<dialog id="1" dialogtext="Donny: Sabrina Arseneau? She wanted me to convince my brother to give her one of the paintings in the gallery, but she never said why she wanted it. Her law office is right around the corner from here, across from the Gallery." speechtype="" character="Donny" />	   
			</conversation>	   
		</sprite> 	   
		<sprite id = "5">	   
		<!-- cipher box message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Donny: " speechtype="" character="Donny" />
			</conversation>	   
		</sprite> 	   
		<sprite id = "6">	   
		<!--scissors for balloon popup messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to cut the string and put this red balloon back where it belongs." speechtype="" character="Jessica" />    	   
			</conversation>   	   
			<conversation id="1" >    	   
				<dialog id="0" dialogtext="Donny said something about his red display balloons being scattered about. If I could cut the string, I could put this one back." speechtype="" character="Jessica" />	   
			</conversation>     	   
		</sprite>	   
		<sprite id = "7">	   
		<!--balloon place destination popup messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I'll do Donny a favor and put the balloons I collected back where they belong." speechtype="" character="Jessica" />    	   
			</conversation>   	   
			<conversation id="1" >    	   
				<dialog id="0" dialogtext="I wonder where I can find the missing balloons..." speechtype="" character="Jessica" />	   
			</conversation>     	   
		</sprite>   
		<sprite id = "8">	   
		<!--crowbar popup messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to pry the board off this painting." speechtype="" character="Jessica" />    	   
			</conversation>   	   
			<conversation id="1" >    	   
				<dialog id="0" dialogtext="This board must be concealing something - I should pry it off somehow!" speechtype="" character="Jessica" />	   
			</conversation>     	   
		</sprite> 
		<sprite id = "9">	   
		<!--Business card pick message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Mort: Wasn't there something about a feud between Arseneau and Becker in the papers?" speechtype="" character="Mort" />
			</conversation>
		</sprite>    
		<sprite id = "10">	   
		<!--on using knife on box  -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I'll need something more delicate to cut the ribbon." speechtype="" character="Jessica" />    	   
			</conversation>  	   
		</sprite>	
		<sprite id = "11">	   
		<!--on using paperweight on NPC message-->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Donny: My friend Maurice gifted that paperweight to me. He carved it using his own penknife!" speechtype="" character="Donny" />    	   
			</conversation>
		</sprite>	 
		<sprite id = "12">	   
		<!--on using letter on NPC -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Donny: That looks like Ms. Arseneau’s signature - maybe you should ask her about it?" speechtype="" character="Donny" />    	   
			</conversation>
		</sprite>  
		<sprite id = "13">	   
		<!--on using paint sample on NPC -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Donny: This paint looks familiar, but I can't tell for sure if it's a shade that I supply at the store. I deal with a bunch of paint orders every week and it's hard to remember specific shades of paint." speechtype="" character="Donny" />				    	   
			</conversation>
		</sprite> 	   
		<sprite id = "14">	   
		<!--on using paint analysis result on NPC -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Donny: I see you’ve been using the paint mixing setup inside - I hope you found the color you were looking for! " speechtype="" character="Donny" />    	   
			</conversation>
		</sprite>
		<sprite id = "15">	   
		<!--on using knife on ballon... -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Perhaps I can find something less clumsy to snip this string." speechtype="" character="Jessica" />    	   
			</conversation>
		</sprite>
		<!--puzzle activation message-->
    	<sprite id = "16">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Hmmm... I've seen marks like the ones that this penknife made on the paperweight before - on the frame of the stolen painting. Perhaps I can compare the two of them at the gallery." speechtype="1" character="Jessica" />
   			</conversation>   	      
    	</sprite> 
		<sprite id = "17">	   
		<!--on using balloon on destinaton incomplete.. -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I have to find two red balloons." speechtype="" character="Jessica" />    	   
			</conversation>
		</sprite>
		<sprite id = "18">	   
		<!--on using balloon on destinaton incomplete.. -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: This is a beautiful paperweight, Donny. Where did you get it?" speechtype="" character="Jessica" />
				<dialog id="1" dialogtext="Donny: It was gifted to me by Maurice. He carved it using a penknife." speechtype="" character="Donny" />    	   
			</conversation>
		</sprite>
		<!--movie messages video 12 replaces with below conversation-->
    	<sprite id = "19">
   			<conversation id="0" >
   				<dialog id="0" dialogtext="Mort: Halt in the name of the police!" speechtype="2" character="Mort" />	   
    			<dialog id="1" dialogtext="Maurice: What's this? What's going on?" speechtype="3" character="Maurice" />
    			<dialog id="2" dialogtext="Mort: It's good to see you back from the dead, Maurice. You're looking well." speechtype="2" character="Mort" />
    			<dialog id="3" dialogtext="Jessica: Sheriff, we need to find the painting!" speechtype="3" character="Jessica" />
   			</conversation>   	      
    	</sprite> 
    	<!--movie messages video 11 replaces with below conversation-->
    	<sprite id = "20">
   			<conversation id="0" >
   				<dialog id="0" dialogtext="Mort: Did you ever have any kind of resentment against your brother, Donny?" speechtype="2" character="Mort" />	   
    			<dialog id="1" dialogtext="Donny: That was a long time ago. Milton used the essay I'd written to get into art school and claimed it as his own work... It doesn't really bother me any more though. I've found success and satisfaction in what I'm doing!" speechtype="2" character="Donny" />
    			
   			</conversation>   	      
    	</sprite>
    	<!-- Helmet box open message... -->
    	<sprite id = "21">
   			<conversation id="0" >
   				<dialog id="0" dialogtext="Jessica: Hmm... It seems like the box will only open if the doll is posed in the right way. I'll need to find a clue on the right pose." speechtype="1" character="Jessica" />    			
   			</conversation>
   			<conversation id="1" >
   				<dialog id="0" dialogtext="Jessica: Hmm... It seems like the box will only open if the doll is posed in the right way. Maybe I should check my Journal for a clue." speechtype="1" character="Jessica" />    			
   			</conversation>   	      
    	</sprite> 
    	<!-- After using crowbar message... -->
    	<sprite id = "22">
   			<conversation id="0" >
   				<dialog id="0" dialogtext="Jessica: This isn't a Portrait of a Garden, but there's still something suspicious about it. Maybe there's something hidden underneath." speechtype="" character="Jessica" />    			
   			</conversation>
    	</sprite> 
	</level>	   
	<!-- L6 Art Supply Shop Interior-->	   
	<level id="L6">	   
		<sprite id = "0">	   
		<!-- level intro message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
			</conversation>	   
		</sprite>  	   
		<sprite id = "1">	   
		<!-- initial message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: There's plenty of high quality art supplies here - let's take a look around!" speechtype="" character="Jessica" />	   
			</conversation>      	   
		</sprite>	   
		<sprite id = "2">	   
		<!--play dough popup messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have just what I need to cut the carpet and see what's underneath." speechtype="" character="Jessica" />    	   
			</conversation>   	   
			<conversation id="1" >    	   
				<dialog id="0" dialogtext="There's a bulge under the carpet - I could use something small and sharp to cut it." speechtype="" character="Mort" />
			</conversation>     	   
		</sprite>	   
		<sprite id = "3">	   
		<!-- initial message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Now I have the item I need to move the box." speechtype="" character="Jessica" />	   
			</conversation>      	   
		</sprite>	   
		<sprite id = "4">	   
		<!--scissors for balloon popup messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to cut the string and put this balloon back where it belongs." speechtype="" character="Jessica" />    	   
			</conversation>   	   
			<conversation id="1" >    	   
				<dialog id="0" dialogtext="Donny said something about his display balloons being scattered about. If I could cut the string, I could put this one back." speechtype="" character="Jessica" />	   
			</conversation>     	   
		</sprite>	 
		<sprite id = "5">	   
		<!--when collecting ink recovery liquid messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="..." speechtype="" character="Jessica" />    	   
			</conversation>
		</sprite>	   
		<sprite id = "6">	   
		<!--level plier box messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="It could fall any second now." speechtype="" character="Jessica" />    	   
			</conversation>
		</sprite>	   
		<sprite id = "7">	   
		<!--level plier box messages after fall -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Well it was bound to happen!" speechtype="" character="Jessica" />    	   
			</conversation>
		</sprite>	   
		<sprite id = "8">	   
		<!--plier collecting message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="..." speechtype="" character="Jessica" />    	   
			</conversation>
		</sprite>	   
	</level> 	   
	<!-- L7 Law Office-->	   
	<level id="L7">		   
		<sprite id = "0">	   
		<!-- nothing to do message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
			</conversation>	   
		</sprite>  	   
		<sprite id = "1">	   
		<!-- initial message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Sabrina manages to work here even though renovation is still continuing on the office. I should take a look around." speechtype="" character="Jessica" />	   
			</conversation>      	   
		</sprite> 	   
		<sprite id = "2">	   
		<!--cat popup messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have just the thing to get her to move..." speechtype="" character="Jessica" />    	   
			</conversation>   	   
			<conversation id="1" >    	   
				<dialog id="0" dialogtext="I can make out something poking out of the sacks - maybe a snack will encourage the cat to move out of the way." speechtype="" character="Jessica" />	   
			</conversation>     	   
		</sprite> 	   
		<sprite id = "3">	   
		<!--plier popup messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to pull these nails out." speechtype="" character="Jessica" />    	   
			</conversation>   	   
			<conversation id="1" >    	   
				<dialog id="0" dialogtext="These nails are stopping the drawer from opening. I'll need to remove them." speechtype="" character="Jessica" />	   
			</conversation>     	    	   
		</sprite>	   
		<sprite id = "4">	   
		<!-- Plier usage area click messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="The nails are bent - I have to remove them one by one.." speechtype="" character="Jessica" />	   
			</conversation>      	   
		</sprite>	   
		<sprite id = "5">	   
		<!-- on using knife on balloon -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Perhaps I can find something less clumsy to snip this string." speechtype="" character="Jessica" />	   
			</conversation>      	   
		</sprite>	  
		<sprite id = "6">	   
		<!-- can opener-->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to open up the tin." speechtype="" character="Jessica" />    	   
			</conversation>   	   
			<conversation id="1" >    	   
				<dialog id="0" dialogtext="I'll need to open the tin somehow." speechtype="" character="Jessica" />	   
			</conversation>     	  	   
		</sprite>
		<sprite id = "7">	   
		<!-- movie destination messages for letter -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Sabrina: This penknife is a precious heirloom from my father." speechtype="" character="Sabrina" />    	   
			</conversation>
		</sprite>	
		<sprite id = "8">	   
		<!-- draw popup open message -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Why does Sabrina have a knife in her drawer?" speechtype="" character="Jessica" />
			</conversation>
		</sprite>	   
		<sprite id = "9">	   
		<!-- after collecting pliers.. -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I could use these pliers on the drawer at Sabrina's office." speechtype="" character="Jessica" />    	   
			</conversation>
		</sprite>	  
		<sprite id = "10">	   
		<!-- photo frame first click message after animation -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Is that you, Sabrina?" speechtype="" character="Jessica" />
				<dialog id="1" dialogtext="Sabrina: Oh... yes. Me and my cousin Natalie. You might want to have a talk with her; she was always closer to my father than I was and might know more about the painting." speechtype="" character="Sabrina" />    	   
			</conversation>
		</sprite>	   
		<sprite id = "11">	   
		<!-- after collecting shoe -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: This is the perfect tool to scrape up some evidence!" speechtype="" character="Jessica" />
			</conversation>
		</sprite>	
		<sprite id = "12">	   
		<!-- After completing initial tasks in L7 L8 L9 -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I would like to see if we can find out more about our victim - and maybe speak to Donny about his animosity with his brother." speechtype="" character="Jessica" />
				<dialog id="1" dialogtext="Mort: Sounds like a plan." speechtype="" character="Mort" />
			</conversation>
		</sprite> 
		<sprite id = "13">	   
		<!-- photo frame message second click dynamic message -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Sabrina still seems bitter about how her father was closer to Natalie than to her..." speechtype="" character="Jessica" />
			</conversation>
		</sprite> 
		
		<sprite id = "14">	   
   		<!--on using paintsample on NPC -->   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Sabrina: Hmph. That looks like the disgusting blue paint that Nat is so fond of using." speechtype="" character="Sabrina" />
   			</conversation>   	      
    	</sprite> 
		<sprite id = "15">	   
   		<!--on using photograph on NPC -->   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Sabrina: It’s no use dwelling on the past. It’s best to focus on the present." speechtype="" character="Sabrina" />
   			</conversation>   	      
    	</sprite> 
    	<sprite id = "16">	   
   		<!--on clicking paint on the wall -->   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Sabrina: That's a shade of blue I was trying out to see if it suits the walls of the office." speechtype="" character="Sabrina" />
   			</conversation>   	      
    	</sprite>
    	<sprite id = "17">	   
   		<!--on clicking paint on the wall -->   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="It seems uncanny to find a splash of blue paint here too." speechtype="" character="Sabrina" />
   			</conversation>   	      
    	</sprite> 
    	<sprite id = "18">	   
   		<!--on clicking a nail that cannot be removed-->   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: The nails are bent over one another. I'll need to them in order starting from one that isn't overlapped." speechtype="" character="Jessica" />
   			</conversation>   	      
    	</sprite>  
    	
    	<!--cutScreen messages video 1 replaces with below conversation-->
    	<sprite id = "19">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: The renovations seem to be coming along nicely, Sabrina." speechtype="2" character="Jessica" />
    			<dialog id="1" dialogtext="Sabrina: Yes, it’s slow going, but we’re making progress." speechtype="1" character="Sabrina" />
    			<dialog id="2" dialogtext="Mort: Ms. Arseneau, I need to ask you a few questions about Milton Becker. What’s your relationship to him?" speechtype="2" character="Mort" />
    			<dialog id="3" dialogtext="Sabrina: He was an associate of my father’s, that’s all. Can you show me something that would prove otherwise?" speechtype="3" character="Sabrina" />
   			</conversation>   	      
    	</sprite>  
    	<!--cutScreen messages video 1 replaces with below conversation-->
    	<sprite id = "20">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Mort: Milton was an associate of your father’s? Then how do you explain this letter?" speechtype="2" character="Mort" />
    			<dialog id="1" dialogtext="Sabrina: Where did you get that? Oh, I suppose it doesn’t matter. Milton and I were engaged in a legal battle over my father’s final painting, “Portrait of a Garden.”" speechtype="3" character="Sabrina" />
    			<dialog id="2" dialogtext="Jessica: What sort of legal battle, Sabrina?" speechtype="3" character="Jessica" />
    			<dialog id="3" dialogtext="Sabrina: My father specifically told me that the painting was to be my inheritance, but Milton refused to let me have it." speechtype="1" character="Sabrina" />
   			</conversation>   	      
    	</sprite>  
    	<!--cutScreen messages video 4 replaces with below conversation-->
    	<sprite id = "21">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Sabrina: Yes? Can I help you with something?" speechtype="3" character="Sabrina" />
    			<dialog id="1" dialogtext="Mort: You were in the gallery the night of Milton's murder, weren't you? You left your footprints behind!" speechtype="2" character="Mort" />
    			<dialog id="2" dialogtext="Sabrina: And just how can you be sure those were my footprints? Can you show me proof?" speechtype="3" character="Sabrina" />
   			</conversation>   	      
    	</sprite> 
    	<!--cutScreen messages video 4a replaces with below conversation-->
    	<sprite id = "22">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Sabrina, we know you were at the art gallery the night Milton Becker was murdered.  We found footprints on the floor that match with this shoe we found right here in your office." speechtype="3" character="Jessica" />
    			<dialog id="1" dialogtext="Sabrina: Yes…It’s true, I was there. I’d failed to convince Milton to give me my father’s painting, so I decided to just take it." speechtype="3" character="Sabrina" />
    			<dialog id="2" dialogtext="Mort: And then you killed him." speechtype="1" character="Mort" />    			
    			<dialog id="3" dialogtext="Sabrina: What? No! And I didn’t even steal the painting. By the time I got to the gallery, it was already gone. I was going to use a pen-knife to cut the canvas out of its frame... But I lost my nerve and ran out when I saw Milton Becker dead on the floor! " speechtype="2" character="Sabrina" />
   			</conversation>   	      
    	</sprite> 
    	<!--puzzle activation message-->
    	<sprite id = "23">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Hmmm... I've seen marks like the ones that this penknife made on the paperweight before - on the frame of the stolen painting. Perhaps I can compare the two of them at the gallery." speechtype="6" character="Jessica" />
   			</conversation>   	      
    	</sprite> 
    	<!--on dropping paperweight on NPC message-->
    	<sprite id = "24">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Sabrina: This is unmistakably my father's craftsmanship. He must have carved it using his penknife." speechtype="" character="Sabrina" />
   			</conversation>   	      
    	</sprite> 
	</level> 	   
	<!-- L8 Studio Interior-->	   
	<level id="L8">	   
		<sprite id = "0">	   
		<!-- nothing to do message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
			</conversation>	   
		</sprite>  	   
		<sprite id = "1">	   
		<!-- initial message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Natalie, do you have any idea why a thief would want to steal 'Portrait of a garden', leaving everything else untouched?" speechtype="3" character="Jessica" />	   
				<dialog id="1" dialogtext="Natalie: Well, it was my uncle's finest masterpiece and easily the most valuable painting in the whole gallery!" speechtype="1" character="Natalie" />	   
			</conversation>      	   
		</sprite> 	   
		<sprite id = "2">	   
		<!-- glue solvent messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to dissolve the glue." speechtype="" character="Jessica" />    	   
			</conversation>   	   
			<conversation id="1" >    	   
				<dialog id="0" dialogtext="The lid appears to be glued shut." speechtype="" character="Jessica" />	   
			</conversation>     	   
		</sprite>	   
		<sprite id = "3">	   
		<!-- trolly messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to shift the crates." speechtype="" character="Jessica" />    	   
			</conversation>   	   
			<conversation id="1" >    	   
				<dialog id="0" dialogtext="I'll need something to shift the heavy crates out of the way." speechtype="" character="Jessica" />	   
			</conversation>     	   
		</sprite>  	   
		<sprite id = "4">	   
		<!-- poster messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="It looks like the keyhole has a key on the other side. I should slip something under the door to catch the key." speechtype="" character="Jessica" />    	   
			</conversation>   	   
			<conversation id="1" >    	   
				<dialog id="0" dialogtext="It looks like the keyhole has a key on the other side. I should slip something under the door to catch the key." speechtype="" character="Jessica" />	   
			</conversation>     	   
		</sprite>       	   
		<sprite id = "5">	   
		<!-- paint brush messages -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to push the key out of the keyhole." speechtype="" character="Jessica" />    	   
			</conversation>   	   
			<conversation id="1" >    	   
				<dialog id="0" dialogtext="I need something long and thin to push the key out of the keyhole." speechtype="" character="Jessica" />	   
			</conversation>     	   
		</sprite>  	   
		<sprite id = "6">	   
		<!--coffee cup messages -->	   
			<conversation id="0" >	   
	  			<dialog id="0" dialogtext="Jessica: Whose cup is this, Natalie? You don’t drink coffee." speechtype="" character="Jessica" />	   
	  			<dialog id="1" dialogtext="Natalie: It’s... um... Shawn’s! He dropped by earlier and I made him some coffee." speechtype="" character="Natalie" />	   
		     </conversation> 	   
    	</sprite>   	   
    	<sprite id = "7">	   
     	<!--level intro message without visiting L7  -->	   
     		<conversation id="0" >	   
      			<dialog id="0" dialogtext="Jessica: This is the studio of one of our local artists, Natalie Bateman. She doesn't seem to be in right now." speechtype="" character="Jessica" />	   
     		</conversation> 	   
    	</sprite> 	   
    	<sprite id = "8">	   
   		<!-- side room key messages -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="It's time to see what lies beyond this door." speechtype="" character="Jessica" />    	   
   			</conversation>   	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="The door is firmly locked." speechtype="" character="Jessica" />	   
   			</conversation>     	   
    	</sprite> 
    	<sprite id = "9">	   
   		<!-- cup click in minipopup messages -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: This is quite a lunch for one person!" speechtype="" character="Jessica" />
    			<dialog id="1" dialogtext="Natalie: Er... I have a rather large appetite! And being milk - intolerant, I usually stick to citrus drinks!" speechtype="" character="Natalie" />    	   
   			</conversation>
    	</sprite>   
    	<sprite id = "10">	   
   		<!-- disc dest messages -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I can use this to check the disc I found." speechtype="" character="Jessica" />    	   
   			</conversation>   	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="A dusty old view master. If I had a disc I could check it." speechtype="" character="Jessica" />	   
   			</conversation>     	   
    	</sprite> 
    	<sprite id = "11">	   
   		<!-- on using statue on Natalie -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Natalie: Shawn made me that statue for my last birthday." speechtype="" character="Natalie" />    	   
   			</conversation>   	      
    	</sprite>  
    	<sprite id = "12">	   
   		<!-- when glue solvent used message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: A photo of Natalie and Shawn - its honorable position leaves no questions asked!" speechtype="" character="Jessica" />    	   
   			</conversation>   	      
    	</sprite>	
    	<sprite id = "13">	   
   		<!-- application form message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Rejected applications to display work at art galleries around the area..." speechtype="" character="Jessica" />
    			<dialog id="1" dialogtext="Natalie: Oh, those! I was trying out my options since Shawn's been telling me that Mr. Becker and his gallery aren't too trustworthy." speechtype="" character="Natalie" />    	   
   			</conversation>   	      
    	</sprite>
    	<sprite id = "14">	   
		<!-- After completing initial tasks in L7 L8 L9 -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I would like to see if we can find out more about our victim - and maybe speak to Donny about his animosity with his brother." speechtype="" character="Jessica" />
				<dialog id="1" dialogtext="Mort: Sounds like a plan." speechtype="" character="Mort" />
			</conversation>
		</sprite>	 
		<sprite id = "15">	   
   		<!-- application form second time message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Natalie doesn't seem to be having much luck selling her art - These prove as much." speechtype="" character="Jessica" />
   			</conversation>   	      
    	</sprite>  
    	
    	<sprite id = "16">	   
   		<!--on using Evidence Against Shawn on NPC -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Natalie: What’s that? Oh my… One of Shawn's invoices?" speechtype="" character="Natalie" />
   			</conversation>   	      
    	</sprite>  
    	<sprite id = "17">	   
   		<!--on using Paint Sample on NPC -->   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Natalie: Is that… dry paint? How did you - I mean, I’m sure I’ve never seen it before! For certain!" speechtype="" character="Natalie" />
   			</conversation>   	      
    	</sprite>  
    	<sprite id = "18">	   
   		<!--on using photograph on NPC --> 	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Natalie: Oh, I’ve seen these before!" speechtype="" character="Natalie" />
   			</conversation>   	      
    	</sprite>  
    	<sprite id = "19">	   
   		<!--on using broken shoe on NPC -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Natalie: Hey, that looks just like one of Sabrina’s shoes!" speechtype="" character="Natalie" />
   			</conversation>   	      
    	</sprite>  
    	
    	<!--cutScreen messages video 2 replaces with below conversation-->
    	<sprite id = "20">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Natalie: Sheriff! Mrs. Fletcher! What are you doing back here?" speechtype="2" character="Natalie" />
    			<dialog id="1" dialogtext="Mort: Miss Bateman, I think you stole the painting from Milton Becker’s art gallery, and killed Milton when he caught you in the act." speechtype="2" character="Mort" />
    			<dialog id="2" dialogtext="Natalie: You can't prove that! Can you show me something that proves I was there that night?" speechtype="3" character="Natalie" />
   			</conversation>   	      
    	</sprite> 
    	<!--cutScreen messages video 5 replaces with below conversation-->
    	<sprite id = "21">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Natalie, who really was drinking coffee in your studio earlier? We know it wasn’t you, and we know it couldn’t have been Shawn." speechtype="3" character="Jessica" />
    			<dialog id="1" dialogtext="Natalie: How can you be so sure it wasn't Shawn's? Do you have proof that it wasn’t?" speechtype="3" character="Natalie" />
   			</conversation>   	      
    	</sprite> 
    	<!--cutScreen messages video 2a replaces with below conversation-->
    	<sprite id = "22">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Mort: Miss Bateman, this paint found at the scene of the crime proves that you were there the night of the murder. Only one artist in Cabot Cove uses this shade of blue - you." speechtype="2" character="Mort" />
    			<dialog id="1" dialogtext="Natalie: Okay, okay, maybe I was there. Milton had invited me to meet him at the gallery to discuss some ideas he had to promote my work. That’s what he said, anyway - when we got inside, he made a pass at me instead, so I slapped him. That must be how my paint got on his face. He was alive when I left him, I swear!" speechtype="3" character="Natalie" />
   			</conversation>   	      
    	</sprite> 
    	<!--cutScreen messages video 5a replaces with below conversation-->
    	<sprite id = "23">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Shawn told us himself about how he is allergic to caffeine. That means it wasn’t him who was here drinking coffee, and it wasn’t you either. So who was it?" speechtype="6" character="Jessica" />
    			<dialog id="1" dialogtext="Natalie: I didn’t want to lie to you, Mrs. Fletcher, but I promised someone I wouldn’t betray them." speechtype="4" character="Natalie" />
    			<dialog id="2" dialogtext="Jessica: I understand, Natalie. I think it's time to see what lies beyond that locked door." speechtype="3" character="Jessica" />
   			</conversation>   	      
    	</sprite> 
    	
    	<!--movie messages video 7 replaces with below conversation-->
    	<sprite id = "24">
   			<conversation id="0" >
   				<dialog id="0" dialogtext="Natalie: Welcome! Sorry for the mess - you’re here about Milton Becker’s death, aren’t you, Mrs. Fletcher?" speechtype="2" character="Natalie" />	   
    			<dialog id="1" dialogtext="Jessica: Word travels quickly! I was hoping you could tell me something about the painting that was stolen." speechtype="6" character="Jessica" />
    			<dialog id="2" dialogtext="Natalie: “Portrait of a Garden?” Well, it was extremely valuable. Not only is it Uncle Maurice’s last work, it is widely considered to be his finest masterpiece." speechtype="1" character="Natalie" />
    			<dialog id="3" dialogtext="Jessica: Oh, dear. Whoever stole it must have known this, meaning we’re dealing with someone very knowledgeable about the art world." speechtype="3" character="Jessica" />
   			</conversation>   	      
    	</sprite> 
    	<!--bird cage messages-->
    	<sprite id = "25">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I think I have the item I need to free this little bird." speechtype="" character="Jessica" />    	   
   			</conversation>   	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="A wooden bird in a cage? I'll need to cut the bars to get it out." speechtype="" character="Jessica" />	   
   			</conversation>     	  	      
    	</sprite> 
    	<!--if chisel is in hand when picking up doll-->
    	<sprite id = "26">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: The marks on this statue closely resemble the ones on the frame of the stolen painting. I could use it and the chisel to compare with the frame at the Gallery." speechtype="1" character="Jessica" />
   			</conversation>   	      
    	</sprite>
    	<!--on collecting pliers-->
    	<sprite id = "27">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: This might be just what I need to nail my problems..." speechtype="" character="Jessica" />
   			</conversation>   	      
    	</sprite>
 	</level>	   
  	<!-- L9 Sculpture studio-->	   
 	<level id="L9">	   
  		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>  	   
  		<sprite id = "1">	   
   		<!-- initial message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: This is Shawn Haley's sculpture work shop. It looks like he's not in right now." speechtype="" character="Jessica" />	   
   			</conversation>      	   
    	</sprite> 	   
    	<sprite id = "2">	   
   		<!-- umbrella messages -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to hook the bottle out of there." speechtype="" character="Jessica" />    	   
   			</conversation>   	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="I see a bottle under there, but I can't reach it." speechtype="" character="Jessica" />	   
   			</conversation>     	   
   		</sprite> 	   
   		<sprite id = "3">	   
   		<!-- chisel popup complete message -->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="Shawn: I’ve looked everywhere for that chisel. I lost it a week ago and I can’t seem to find it." speechtype="" character="Shawn" />	   
   			</conversation>      	   
    	</sprite>	   
    	<sprite id = "4">	   
   		<!-- teacup message -->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Do you drink tea?" speechtype="" character="Jessica" />	   
				<dialog id="1" dialogtext="Shawn: Nothing but. Anything stronger makes my hands shake." speechtype="" character="Shawn" />	   
				<dialog id="2" dialogtext="Jessica: I can see why that would be a bad thing for a sculptor." speechtype="" character="Jessica" />	   
		   </conversation>      	   
    	</sprite>  	   
    	<sprite id = "5">	   
   		<!-- scoop message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to clear the ashes away." speechtype="" character="Jessica" />    	   
   			</conversation>   	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="The ashes seem like they've been arranged to hide something deliberately. I need something to move them aside." speechtype="" character="Jessica" />	   
   			</conversation>         	   
    	</sprite>            	   
    	<sprite id = "6">	   
   		<!-- Apron Collect message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should put this back where it belongs." speechtype="" character="Jessica" />    	   
   			</conversation>         	   
    	</sprite>	 
    	<sprite id = "7">	   
   		<!-- chisel dest message on character-->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="Maybe I should show the chisel to Shawn." speechtype="" character="Jessica" />
			</conversation>
   			<conversation id="1" >	   
				<dialog id="0" dialogtext="Shawn mentioned that one of his chisels was missing." speechtype="" character="Jessica" />
			</conversation>       	   
    	</sprite>	 
    	<sprite id = "8">	   
   		<!-- umbrella popup paper click message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Shawn's last stone delivery from Brushstrokes was free in an attempt to win back his business. I wonder if the rumors he mentioned about Donny are true." speechtype="" character="Jessica" />    	   
   			</conversation>        	   
    	</sprite>
    	<sprite id = "9">	   
   		<!-- umbrella popup initial message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: You received a complementary delivery from Brushstrokes?" speechtype="" character="Jessica" />
    			<dialog id="1" dialogtext="Shawn: Yeah, Donny gave me my last stone delivery for free when I told him I was switching to another art supplier - you should probably talk to the guy, I've heard he and Milton were having - issues." speechtype="" character="Shawn" />
   			</conversation>        	   
    	</sprite>	
    	<sprite id = "10">	   
		<!-- After completing initial tasks in L7 L8 L9 -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I would like to see if we can find out more about our victim - and maybe speak to Donny about his animosity against his brother." speechtype="" character="Jessica" />
				<dialog id="1" dialogtext="Mort: Sounds like a plan." speechtype="" character="Mort" />
			</conversation>
		</sprite>	   
		<sprite id = "11">	   
		<!-- tea cup click message dynamic -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="The fact that Shawn can't drink coffee seems to contradict something I heard before - from Natalie." speechtype="" character="Jessica" />
			</conversation>
		</sprite>	  
		<sprite id = "12">	   
		<!-- chisel popup frame click message -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Shawn mentioned that one of his chisels has been missing his last stone delivery from Brushstrokes." speechtype="" character="Jessica" />
			</conversation>
		</sprite>	
		<sprite id = "13">	   
   		<!--on using statue on NPC -->   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Shawn: Ah… it’s a statue, is it? The marks on it are pretty funny - I… don’t think I’ve seen that before… yeah." speechtype="" character="Shawn" />
   			</conversation>   	      
    	</sprite>    
    	<sprite id = "14">	   
   		<!--on using photograph on NPC -->   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Shawn: Well, well, this brings back memories!" speechtype="" character="Shawn" />
   			</conversation>  	      
    	</sprite> 
    	
    	<!--cutScreen messages video 3 replaces with below conversation-->
    	<sprite id = "15">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Shawn: Oh you came at a bad time... I was just gonna lock up and step out to get some supplies." speechtype="1" character="Shawn" />
    			<dialog id="1" dialogtext="Mort: We just need a few minutes to discuss this little thing we found. Something that ties you to the murder and theft without any trace of a doubt." speechtype="2" character="Mort" />
   			</conversation>   	      
    	</sprite> 
    	<!--cutScreen messages video 3 a replaces with below conversation-->
    	<sprite id = "16">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Mort: Shawn, these fingerprints we found on an invoice at the gallery are yours, beyond a doubt. And these here are the results of a test that prove that the tool used for the theft and murder was a chisel - your chisel, to be precise. You were there the night Milton Becker was killed, Shawn. Do you want to tell us what you were doing there?" speechtype="2" character="Mort" />
    			<dialog id="1" dialogtext="Shawn: Fine... I wanted to go through Milton’s invoices. I was looking for proof that he was cheating me on the sales of my work. When I got to the Gallery that night, the door was unlocked, and Milton was dead on the floor with MY chisel through his back!" speechtype="5" character="Shawn" />
    			<dialog id="2" dialogtext="Jessica: So you took the chisel and hid it here? Why didn't you just report the murder to the police?" speechtype="3" character="Jessica" />
    			<dialog id="3" dialogtext="Shawn: I was terrified... not thinking straight. I knew that someone must have been trying to set me up, so I decided I'd just hide all the evidence! I thought pretending like I didn't know about anything and keeping the appointment with Milton this morning would make sure no one would ever suspect me!" speechtype="3" character="Shawn" />
    			<dialog id="4" dialogtext="Mort: You could've saved us a whole lot of trouble if you'd been more responsible... Are we the only ones who know about this? Did you confess this to Miss Bateman when you had coffee with her this morning?" speechtype="1" character="Mort" />
    			<dialog id="5" dialogtext="Shawn: What? Natalie? I haven't been to her place since we broke up! And besides, I'm allergic to caffeine - see?" speechtype="6" character="Shawn" />
   			</conversation>   	      
    	</sprite> 
    	<!--video messages video 8 a replaces with below conversation-->
    	<sprite id = "17">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Shawn: You're a saviour! I thought I'd have to dig my way out of here!" speechtype="2" character="Shawn" />
    			<dialog id="1" dialogtext="Mort: Now that we can finally see you in the eye, we'd like you to answer a couple of questions. What's this about a beef you had with Milton?" speechtype="1" character="Mort" />
    			<dialog id="2" dialogtext="Shawn: Er... I always had a hunch that he was shorting me on my commissions, but that's nothing I would kill him over. I've been more enterprising lately, and have been trying to find more professional suppliers - I even broke off relations with Brushstrokes!" speechtype="3" character="Shawn" />
    			<dialog id="3" dialogtext="Jessica: So you no longer buy supplies from Donny?" speechtype="3" character="Jessica" />
    			<dialog id="4" dialogtext="Shawn: Nope. He was all willing to give me discounted rates and everything to get my business back - the receipt from my last stone delivery is lying around here somewhere, you'll see it was for free!" speechtype="3" character="Shawn" />
   			</conversation>   	      
    	</sprite> 
    	<!--chisel popup wall click-->
    	<sprite id = "18">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: This sequence looks important. I should keep it in mind." speechtype="1" character="Jessica" />
   			</conversation>   	      
    	</sprite>
    	<!--if doll is in hand when picking up chisel-->
    	<sprite id = "19">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: If this was the chisel Shawn used to carve the doll for Natalie, I could use it to compare with the marks on this frame of the stolen painting at the gallery." speechtype="1" character="Jessica" />
   			</conversation>   	      
    	</sprite>
    	<!--on droppingchisel on NPC-->
    	<sprite id = "20">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Maybe I should wait till I'm done running tests with this chisel before asking Shawn about it." speechtype="" character="Jessica" />
   			</conversation>   	      
    	</sprite>
 	</level>
 	
 	<!-- L10 Natelie Bateman's Sideroom-->	   
 	<level id="L10">	   
  		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>  	   
  		<sprite id = "1">	   
   		<!-- initial message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="..." speechtype="" character="Jessica" />	 
   			</conversation>      	   
    	</sprite> 	   
    	<sprite id = "2">	   
   		<!-- On Using Match on Pipe -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Mort: This pipe was smoked very recently." speechtype="" character="Mort" />    	   
    			<dialog id="1" dialogtext="Jessica: That belonged - or should I say belongs? - to Maurice Arseneau. He was never seen without it." speechtype="" character="Jessica" />
   			</conversation>   	      	   
   		</sprite> 	   
   		<sprite id = "3">	   
   		<!-- drawer popup complete message -->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="Natalie: You figured it out... My uncle is alive. He faked his death so we could sell his paintings for more than they would have sold while he was alive. He’s been hiding out here with me." speechtype="4" character="Natalie" />
				<dialog id="1" dialogtext="Jessica: In order to carry out such an ambitious plan, he must have someone helping him on the outside." speechtype="6" character="Jessica" />
				<dialog id="2" dialogtext="Natalie: I think this letter has something to do with that." speechtype="3" character="Natalie" />
   			</conversation>      	   
    	</sprite>	   
    	<sprite id = "4">	   
   		<!-- After MiniGame -->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Maurice and Donny plan on leaving with the stolen painting tonight!" speechtype="" character="Jessica" />	   
				<dialog id="1" dialogtext="Mort: We’d better hurry." speechtype="" character="Mort" />	   
			</conversation>      	   
    	</sprite> 
    	<sprite id = "5">	   
   		<!-- On entering the dark room -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: It's dark in here. I think I can make out a switch on the wall." speechtype="" character="Jessica" />
   			</conversation>   	      	   
   		</sprite>
    	<sprite id = "6">	   
   		<!-- When lights are switched on -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Mort: This is no store room! It's a hide out!" speechtype="" character="Mort" />    	   
    			<dialog id="1" dialogtext="Jessica: It seems like someone's been staying here in secret... The closed blinds say as much, but who?" speechtype="" character="Jessica" />
   			</conversation>   	      	   
   		</sprite> 
   		<sprite id = "7">	   
   		<!-- When puzzle is activated -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: A clever little numerical code - but I think I can crack it." speechtype="" character="Jessica" />
   			</conversation>   	      	   
   		</sprite> 	 	
   		<sprite id = "8">	   
   		<!-- When MatchStick is active -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Could this be Maurice Arseneau's iconic pipe? The ashes seem warm - I can check with a matchstick." speechtype="" character="Jessica" />
   			</conversation>   	      	   
   		</sprite> 	 
   		<sprite id = "8">	   
   		<!-- handle destination messages -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to see what's inside this drawer." speechtype="" character="Jessica" />
   			</conversation>
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="The handle of the drawer is missing so I can't open it." speechtype="" character="Jessica" />
   			</conversation>   	   	      	   
   		</sprite> 	 	   	 	   
 	</level>    
 	   
 		<!-- L11 Moose Lodge-->	   
 	<level id="L11">	   
  		<sprite id = "0">	   
   		   
   		<!-- with key -->
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I can unlock the safe with the key I found." speechtype="" character="Jessica" />   	   
   			</conversation>	
   			<!-- without key -->
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="I need to find the key to the safe." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>  	   
  		<sprite id = "1">	   
   		<!-- With Password -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have a note somewhere with the password on it..." speechtype="" character="Jessica" />	   	 
   			</conversation>  
   		<!-- Without Password -->
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="I wonder what the password to the safe is..." speechtype="" character="Jessica" />	   	 
   			</conversation>      	   
    	</sprite> 	   
    	<sprite id = "2">	   
   		<!-- Used key but no password -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I can't open the safe without a password." speechtype="" character="Jessica" />    	   
   			</conversation>  
   			
   		<!-- With password but no key --> 	  
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="Jessica: I can't open the safe without a key." speechtype="" character="Jessica" />    	   
   			</conversation>       	   
   		</sprite> 	   
   		<sprite id = "3">	   
   		<!-- Without key and password -->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I need a key and a password to open this." speechtype="" character="Jessica" />	   
   			</conversation>   
   			
   		<!-- With key and password -->   	   
   			<conversation id="1" >	   
				<dialog id="0" dialogtext="Jessica: I have the password of the number lock and the key I need to open this safe." speechtype="" character="Jessica" />	   
   			</conversation>  
    	</sprite>	   
    	<sprite id = "4">	   
   		<!-- On opening the safe -->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: These are the competing bids of the electric contractors vying to work on the Lodge. If only we knew which contractors' bids these are." speechtype="" character="Jessica" />	   
			</conversation>      	   
    	</sprite> 
    	<sprite id = "5">	   
   		<!-- On using the CONTRACTORS' LIST on the paper -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: According to this, Rick's really was the lowest bid, but Daniel chose the contractor with the next higher one, contrary to what he claimed he did. " speechtype="" character="Jessica" />
				 <dialog id="1" dialogtext="Mort:I wonder if Rick already knew about this, because if he did..." speechtype="" character="Mort" />
				
   			</conversation>   	      	   
   		</sprite>
    	<sprite id = "6">	   
   		<!-- Love letter on the floor -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Take a look at this, Sheriff. It was on the other side of this paper I borrowed to write down the password. Another love letter in the midst of all this! It's missing a half, I believe." speechtype="" character="Jessica" />
   			</conversation>   	      	   
   		</sprite> 
   		<sprite id = "7">	   
   		<!-- Before solving the puzzle-->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="The wire in his hand indicates he was electrocuted - I'll have to find a way to turn off the power to examine him more closely." speechtype="" character="Seth" />
   			</conversation>     	   
   		</sprite> 	 	
   		<sprite id = "8">	   
   		<!-- On collecting PAPER PIECE from popup -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: What could this paper be? There's writing on it but it looks like it's been torn off something." speechtype="" character="Jessica" />
   			</conversation>   	      	   
   		</sprite> 	
   		<sprite id = "9">	   
   		<!-- On completeing HO first Instance(Collecting of the toolbox) -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Mort: There are a whole lot of tools used for electrical wiring lying around here. We know who has easiest access to those - Rick! If any of the things here can be traced back to him then he's going to have a lot of explaining to do..." speechtype="1" character="Mort" />
   			</conversation>   	      	   
   		</sprite>  
   		<sprite id = "10">	   
   		<!-- With ScrewDriver -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to remove the grill and access the breaker box." speechtype="" character="Jessica" />
   			</conversation>  
   			<!-- Without ScrewDriver -->	   
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="I need something to remove the grill with." speechtype="" character="Jessica" />
   			</conversation>    	      	   
   		</sprite>  	  
   		
   		<sprite id = "11">	   
   		<!-- With Contractor's list -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="This looks like a list of contractor bid amounts - I have the other half of it." speechtype="" character="Jessica" />
   			</conversation>  
   			<!-- Without Contractor's list -->	   
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="This looks like a list of contractor bid amounts - the half of it with the contractors' names is missing." speechtype="" character="Jessica" />
   			</conversation>    	      	   
   		</sprite>  
   		<sprite id = "12">	   
   		<!-- Staircase -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="The lodge is undergoing renovations - the stairs might not be safe." speechtype="" character="Jessica" />
   			</conversation>  
   		</sprite>  
   		 <sprite id = "13">	   
   		<!-- Staircase -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: We should hurry over to the Lane household and break this terrible news to Maddy." speechtype="4" character="Jessica" />
    			<dialog id="1" dialogtext="Seth: That's across the street, right? Lead the way!" speechtype="1" character="Seth" />
   			</conversation>
   		</sprite>  	 	   	
   		<sprite id = "14">	   
   		<!-- torch destination messages -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Looks like a power outage. I have what I need to shed a little light on this situation." speechtype="" character="Jessica" />
   			</conversation>  
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="Looks like a power outage. I can't see anything in here." speechtype="" character="Jessica" />
   			</conversation>  	   
   		</sprite>  	 	   
   		<!--cutScreen messages video 24 replaces with below conversation-->
    	<sprite id = "15">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Ted: Had to turn the lights on, didn’t you?" speechtype="2" character="Ted" />
    			<dialog id="1" dialogtext="Jessica: Hoping to destroy the evidence, Ted? You've been caught red handed." speechtype="3" character="Jessica" />
    			<dialog id="2" dialogtext="Ted: What are you talking about? I thought what you said about the pure saline in the puddle was interesting, so I was taking a look... what could this puddle prove to be that would be evidence against me anyway?" speechtype="2" character="Ted" />
   			</conversation>   	      
    	</sprite> 	 	
    	<!--cutScreen messages video 24a replaces with below conversation-->
    	<sprite id = "16">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Ted: That's...is that..." speechtype="3" character="Ted" />
    			<dialog id="1" dialogtext="Jessica: This contact lens saline solution is sold in your drug store. You used it to make sure the shock Daniel Lane received from the stripped wire was a fatal one." speechtype="3" character="Jessica" />
    			<dialog id="2" dialogtext="Ted: How did you figure it out?!" speechtype="3" character="Ted" />
   			</conversation>   	      
    	</sprite> 	 
    	<!--if torch is in hand and using hint at that time-->
    	<sprite id = "17">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I could use something to spread a little light on this situation." speechtype="4" character="Jessica" />
   			</conversation>   	      
    	</sprite> 	   	   
 	</level>     
 	   	   
 	 
 	<level id="L12">	   
  		<sprite id = "0">	   
   		<!-- level intro message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>	   
	   	   
  		<sprite id = "1">	   
   		<!-- Closed door to L11 -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="The police have the Lodge taped off for investigation." speechtype="" character="Mort" />	   
    		</conversation>	   
  		</sprite>	   
	   	   
  		<sprite id = "2"> 	   
   		<!-- Closed door to L18 -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="The hardware store hasn't opened yet." speechtype="" character="Jessica" />	   
   			</conversation>
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="Vern must have stepped out for something." speechtype="" character="Jessica" />	   
   			</conversation>	
   			<conversation id="2" >	   
    			<dialog id="0" dialogtext="The shop is closed for the night." speechtype="" character="Jessica" />	   
   			</conversation>		   
  		</sprite> 	   
	  	   
  		<sprite id = "3">   	   
   		<!-- Closed door to L15-->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="It's too early for Rick to have opened his shop yet." speechtype="" character="Jessica" />    	   
   			</conversation>	      
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="The electric shop is already closed." speechtype="" character="Jessica" />	   
   			</conversation>	
  		</sprite>	   
	  	<sprite id = "4"> 	   
   		<!-- Closed door to L19 -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="" speechtype="" character="Jessica" />	   
   			</conversation>
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="Perley must be spending a quality night at the detention centre!" speechtype="" character="Mort" />	   
   			</conversation>    	   
  		</sprite> 	
	  	<sprite id = "5"> 	   
   		<!-- L3 Click message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="The Cabot Cove Art Gallery has been shut down in the light of all that's happened. It'll take a while to regain its feet." speechtype="" character="Jessica" />	   
   			</conversation>   			 	   
  		</sprite>  
  		<sprite id = "6"> 	   
   		<!-- L9 Click message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Shawn's left town in search of greener pastures. He said that one day he'd be rich enough to own Cabot Cove Art Gallery for himself!" speechtype="" character="Jessica" />	   
   			</conversation>   			 	   
  		</sprite>     
  		<sprite id = "7"> 	   
   		<!-- Lighted cigar destiantion message message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Maybe a cigar will help warm Perley up." speechtype="" character="Jessica" />	   
   			</conversation>
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="Perley refuses to start work without something to warm him up." speechtype="" character="Jessica" />	   
   			</conversation>
  		</sprite>   
  		<sprite id = "8"> 	   
   		<!-- NPC speech on clicking NPC -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Perley: The fall weather chills me to the bone! I really need a warm puff before I can get to work." speechtype="1" character="Perley" />
   			</conversation>
  		</sprite>   
		<sprite id = "9"> 	   
   		<!-- NPC speech after cigar -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Perley: Ah, just what I needed. Now I can get to work!" speechtype="1" character="Perley" />
   			</conversation>
  		</sprite>    
  		 	   
 	</level>
 	 
 	<level id="L13">	   
  		<sprite id = "0">	   
   		<!-- level intro message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>	   
	   	   
  		<sprite id = "1">	   
   		<!-- Closed door to L14 -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I guess Maddy's still asleep." speechtype="" character="Jessica" />	   
    		</conversation>
    		<conversation id="1" >	   
    			<dialog id="0" dialogtext="The door is locked. Maybe Maddy is away somewhere." speechtype="" character="Jessica" />	   
    		</conversation>		   
  		</sprite>	   
	   	   
  		<sprite id = "2"> 	   
   		<!-- Closed door to L16 -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Ted is getting his supplies delivered. I should come back later." speechtype="" character="Jessica" />	   
   			</conversation>
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="The pharmacy is closed for the night." speechtype="" character="Jessica" />	   
   			</conversation>			   
  		</sprite> 	   
	  	   
  		<sprite id = "3">   	   
   		<!-- Closed door to L21-->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Let's not waste their time." speechtype="" character="Mort" />    	   
   			</conversation>	      
  		</sprite>	   
	  	<sprite id = "4"> 	   
   		<!-- Click on boat -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Fishing boats line the serene waterfront." speechtype="" character="Jessica" />	   
   			</conversation> 	   
  		</sprite> 	   	   
  		<sprite id = "5"> 	   
   		<!-- Click on L7 -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Sabrina has been spending most of her time visiting Maurice at the detention center - she's changed considerably since finding out there's hope to patch up their relationship." speechtype="" character="Jessica" />	   
   			</conversation> 	   
  		</sprite> 	
  		<sprite id = "6"> 	   
   		<!-- L14_MedicineBottle destination messages -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have just what I need to convince Ted." speechtype="" character="Jessica" />	   
   			</conversation> 
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="It will take some convincing for Ted to allow me into the shop." speechtype="" character="Jessica" />	   
   			</conversation>	   
  		</sprite> 
  		<sprite id = "7"> 	   
   		<!-- on NPC click -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Ted: Ah, Mrs. Fletcher! If you're here on your investigation, I let you know right now that there's no way I'm letting you into my shop! You'll scare away my customers." speechtype="2" character="Ted" />
    			<dialog id="1" dialogtext="Jessica: But as a member of Moose Lodge, you're a valuable lead." speechtype="6" character="Jessica" />
    			<dialog id="2" dialogtext="Ted: I'm not a member anymore... I was kicked out weeks ago! All I can help you with is medicine - that's all!" speechtype="1" character="Ted" />	   
   			</conversation> 	   
  		</sprite>
  		<sprite id = "8"> 	   
   		<!-- after using inventory to NPC -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Ted: Ah... Where did you find that? It looks like something from my store - very well then, come on inside!" speechtype="2" character="Ted" />
   			</conversation> 	   
  		</sprite>  
 	</level>
 	
 	 
 	  <level id="L14">	   
		<sprite id = "0">	   
		<!-- level intro message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	    
			</conversation>	   
		</sprite>	   
  	   
		<sprite id = "1">	   
		<!-- level intro message -->	   
				<conversation id="0" >	   
				<dialog id="0" dialogtext="Mort: This a list of electrical contractors around Cabot Cove." speechtype="" character="Mort" />	   
				<dialog id="1" dialogtext="Jessica: Looks like Daniel opted for Greenley Electrical Services." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite>	   
  	   
		<sprite id = "2"> 	   
		<!-- Box pop-up -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to pry the chest open." speechtype="" character="Jessica" />	   
			</conversation>	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="The chest is jammed shut. If only I could pry it open somehow..." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite> 	   
	   
		<sprite id = "3">   	   
		<!-- On picking up MEDICINE BOTTLE inventory -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: The label of the bottle's been peeled off... I wonder what kind of medicine it is. I should ask someone who is familiar with this sort of thing." speechtype="" character="Jessica" />    	   
			</conversation>	    
		</sprite>	   
		<sprite id = "4"> 	   
		<!-- Fan pop-up -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to clean the paint off this socket." speechtype="" character="Jessica" />	   
			</conversation>  
			<conversation id="1" >	   
				<dialog id="0" dialogtext="The socket has been painted over. How careless! I should clean things up!" speechtype="" character="Jessica" />	   
			</conversation>    	   
		</sprite> 	   
	   
		<sprite id = "5"> 	   
		<!-- ship stand destination message .if inventory in hand-->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: This looks like the other half of Maddy's love letter." speechtype="" character="Jessica" />	   
			</conversation>	   
			  
		</sprite> 	   
		<sprite id = "6"> 	   
		<!-- dancing toy-->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I see a paper trapped beneath the dancers. I need to get them to move somehow." speechtype="" character="Jessica" />	   
			</conversation>	 
		</sprite> 	
		<sprite id = "7"> 	   
		<!-- dancing toy-->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="It doesn't seem right to go barging in." speechtype="" character="Jessica" />	   
			</conversation>
		</sprite> 	 
		<sprite id = "8"> 	   
		<!-- dancing toy-->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Look at the state of this room! Daniel and Maddy were quarreling over their property like a couple of teenagers!" speechtype="" character="Jessica" />
			</conversation>
		</sprite>
		<sprite id = "9"> 	   
		<!-- dancing toy-->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Mort: Where do you suggest we start investigating?" speechtype="1" character="Mort" />
				<dialog id="1" dialogtext="Jessica: Well, I would like to see if I can discuss with an electrician the possibilities of murder by electrocution." speechtype="6" character="Jessica" />
				<dialog id="2" dialogtext="Maddy: Oh, maybe you should speak to Rick at his store on the next street over. He was a good friend of Daniel's and might be able to help you." speechtype="1" character="Maddy" />	   
			</conversation>	   
		</sprite> 	
		<!--cutScreen messages video 16 replaces with below conversation-->
    	<sprite id = "10">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Maddy: Hello, Jessica - how’s the investigation coming?" speechtype="1" character="Maddy" />
    			<dialog id="1" dialogtext="Jessica: Sheriff Metzger’s making progress. For instance, we now know why Daniel passed Rick Thibodeau over for the rewiring contract even though he was the lowest bidder." speechtype="3" character="Jessica" />
    			<dialog id="2" dialogtext="Ted: You do?" speechtype="3" character="Ted" />
    			<dialog id="3" dialogtext="Jessica: Yes. And we know who put Daniel up to it: you, Maddy. " speechtype="3" character="Jessica" />
    			<dialog id="4" dialogtext="Maddy: Ridiculous! Do you have proof that I would do such a thing?" speechtype="4" character="Maddy" />
   			</conversation>   	      
    	</sprite> 	
    	<!--cutScreen messages video 16a replaces with below conversation-->
    	<sprite id = "11">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Maddy: These e-mails… how did you? Oh well… Rick’s work has always been sub-standard. It just made sense to pass that information on to Daniel." speechtype="4" character="Maddy" />
    			<dialog id="1" dialogtext="Jessica: And who was it who gave you this information? Where you in contact with any of the Lodge members before Daniel's death? Ted, for instance?" speechtype="3" character="Jessica" />
    			<dialog id="2" dialogtext="Maddy: No! If you're implying something between me and Ted..." speechtype="4" character="Maddy" />
    			<dialog id="3" dialogtext="Ted: Ridiculous! You have no proof!" speechtype="2" character="Ted" />
   			</conversation>   	      
    	</sprite> 	  	
    	<!--cutScreen messages video 17 replaces with below conversation-->
    	<sprite id = "12">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Maddy: Mort? Jessica? Oh no…it’s Daniel, isn’t it? Is he all right?" speechtype="2" character="Maddy" />
    			<dialog id="1" dialogtext="Mort: I’m sorry, Mrs. Lane, he’s dead. It looks like he was electrocuted." speechtype="1" character="Mort" />
    			<dialog id="2" dialogtext="Maddy: Oh God…Daniel! What happened? Was it an accident?" speechtype="3" character="Maddy" />
    			<dialog id="3" dialogtext="Mort: Maybe not." speechtype="1" character="Mort" />
    			<dialog id="4" dialogtext="Maddy: I can’t believe this…" speechtype="3" character="Maddy" />
   			</conversation>   	      
    	</sprite> 
    	<!--cutScreen messages video 22 replaces with below conversation-->
    	<sprite id = "13">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Maddy: Oh Jessica, you won’t believe this!" speechtype="2" character="Maddy" />
    			<dialog id="1" dialogtext="Jessica: Maddy? Are you all right?" speechtype="5" character="Jessica" />
    			<dialog id="2" dialogtext="Maddy: I’m fine, Jessica, but someone broke in here while I was out and went through all of Daniel’s things ... and some of mine! And they took the ledger with them - I was sure that a look through the numbers in there would surely make all doubts about the accounts of the Lodge clear… and the final results of the poll were in there too!" speechtype="2" character="Maddy" />
    			<dialog id="3" dialogtext="Mort: Well we all know who’d be interested in that, now don’t we? Hm…" speechtype="1" character="Mort" />
    			<dialog id="4" dialogtext="Maddy: Please, feel free to look around!" speechtype="1" character="Maddy" />
   			</conversation>   	      
    	</sprite>
    	<!-- hand written note destination messages-->
    	<sprite id = "14">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Ted: Show me something that proves that there's been something going on between me and Maddy." speechtype="" character="Ted" />
   			</conversation>	         	      
    	</sprite> 	  
    	<!-- hand written note usage message-->
    	<sprite id = "15">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Ted: Ah... So you figured it out. Yes that letter was written by me... Maddy and I have been together for a while." speechtype="1" character="Ted" />
    			<dialog id="1" dialogtext="Jessica: And so you took the liberty of explaining to her that Rick's work was substandard. I see. The test results are also back on the puddle of water Daniel was found lying in - it was pure saline. Sheriff Metzger is going to try and trace where it came from.." speechtype="3" character="Jessica" />
    			<dialog id="2" dialogtext="Ted: Oh, that's interesting... Where could that have come from? " speechtype="3" character="Ted" />
   			</conversation>	         	      
    	</sprite> 	
    	<!-- wrong inventory usage message on NPC-->
    	<sprite id = "16">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Ted: I can't understand how that would imply that Maddy and I are in a relationship." speechtype="1" character="Ted" />
   			</conversation>	         	      
    	</sprite>   					  		  	
	</level>
	<level id="L15">	   
		<sprite id = "0">	   
		<!-- pop up 1 message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: These fingerprints made with blue ink... they're very familiar! Rick, just what were you searching for on Daniel's computer?" speechtype="" character="Jessica" />   	    
				<dialog id="1" dialogtext="Rick: I... I... just got into his house when I saw the broken window, that's all. I wanted to find some explanation as to why Daniel picked some other contractor instead of me... and I found these emails!" speechtype="" character="Rick" />   	    

			</conversation>	   
		</sprite>
		<sprite id = "1">	   
		<!-- pop up 1 message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="" speechtype="" character="Jessica" />   	    
			</conversation>
		</sprite>
		
		<sprite id = "2">	   
		<!-- pop up 2 message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="A group shot of the Moose lodge members. I can recognize Perley from the Accounting shop, the Pharmacist Ted Brockman and Vern Gander the hardware store owner." speechtype="" character="Jessica" />   	    
			</conversation>	   
		</sprite>
		
		<sprite id = "3">	   
		<!-- pop up 2 message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Rick, does saline conduct electricity better than fresh water?" speechtype="" character="Jessica" />
				<dialog id="1" dialogtext="Rick: Yes, it increases the conductivity exponentially!" speechtype="" character="Rick" />   	    
			</conversation>	   
		</sprite>
		<!--cutScreen messages video 18 replaces with below conversation-->
    	<sprite id = "4">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Rick: Well who do we have here? What brings you here, Mrs. Fletcher?" speechtype="1" character="Rick" />
    			<dialog id="1" dialogtext="Jessica: Good afternoon, Rick! We have an odd question for you. How difficult would it be to kill someone by electrocution?" speechtype="3" character="Jessica" />
    			<dialog id="2" dialogtext="Rick: Aha! Is this for the plot of your next book?" speechtype="1" character="Rick" />
    			<dialog id="3" dialogtext="Mort: I wish that it were. Daniel Lane was found dead of electrocution at the Moose Lodge this morning, and Mrs. Fletcher has reason to think that it may have been done deliberately." speechtype="1" character="Mort" />
    			<dialog id="4" dialogtext="Rick: Oh! Sorry to hear that. Well, it wouldn’t be too difficult, really. Some tampered wire insulation, an improperly installed safety ground in the outlet ... add in some water, and all you’d have to do is touch the exposed wire to be zapped." speechtype="3" character="Rick" />
   			</conversation>   	      
    	</sprite> 	
    	<!--cutScreen messages video 23 replaces with below conversation-->
    	<sprite id = "5">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Rick: Ah, back again, are you?" speechtype="1" character="Rick" />
    			<dialog id="1" dialogtext="Mort: Rick, only an electrician would have the know-how to stage a murder to look like an electrical accident. I think you knew that Daniel passed you over even though you actually were the lowest bidder on the contract, and you killed him in revenge." speechtype="2" character="Mort" />
    			<dialog id="2" dialogtext="Jessica: Do you have an alibi for the time Daniel was killed, Rick?" speechtype="3" character="Jessica" />
    			<dialog id="3" dialogtext="Rick: I’m afraid I don’t, Jessica!  But this is nonsense! I can tell you that none of this stuff came from my shop. " speechtype="2" character="Rick" />
    			<dialog id="4" dialogtext="Mort: Well, I find that hard to believe. We have some things we found on the crime scene that I believe we can trace back to you." speechtype="2" character="Mort" />
    			<dialog id="5" dialogtext="Rick: Go on and try!" speechtype="2" character="Rick" />
   			</conversation>   	      
    	</sprite> 	  
    	<!--cutScreen messages video 27 replaces with below conversation-->
    	<sprite id = "6">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Rick: Oh, um…Jessica…" speechtype="1" character="Rick" />
    			<dialog id="1" dialogtext="Jessica: What is this handprint, Rick? How did your hand get covered in ink?" speechtype="6" character="Jessica" />
    			<dialog id="2" dialogtext="Rick: Uhhhh ... my pen leaked." speechtype="2" character="Rick" />
    			<dialog id="3" dialogtext="Jessica: I don’t think so. When an intruder broke into Daniel and Maddy’s house, he tipped over a pot of ink.  Vern Gander admits that he broke in, but you must have been there, too." speechtype="3" character="Jessica" />
    			<dialog id="4" dialogtext="Rick: Fine. I was passing by and saw the broken window ... no one was home, so I decided to go inside and look for anything that might explain why Daniel hired an outside contractor instead of me. See? These’re printouts of e-mails from Daniel’s computer. " speechtype="3" character="Rick" />
   			</conversation>   	      
    	</sprite> 	 
    	<!--Clamp  screw destination messages-->
    	<sprite id = "7">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I think I have the item I need to unscrew this." speechtype="" character="Rick" />
   			</conversation>  
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="The clamp is shut tight and its screw is missing." speechtype="" character="Rick" />
   			</conversation>   	      
    	</sprite>
    	<!--Utility knife destination messages-->
    	<sprite id = "8">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to cut this box open." speechtype="" character="Rick" />
   			</conversation>  
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="I'll need something to cut the tape with." speechtype="" character="Rick" />
   			</conversation>   	      
    	</sprite> 	 		  	
	</level>
	
	<level id="L16">	
		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>     
		<sprite id = "1">	   
		<!-- pop up 1 message - bills -->	   
		<!-- Before Activity -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: There's something peeking out from under these bills - I should move them aside and see what it is." speechtype="" character="Jessica" />   	    
			</conversation>	 
		<!-- After Activity -->
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="Jessica: Looks like Ted has a date tonight!" speechtype="" character="Jessica" /> 
			</conversation>	  
		</sprite>
		<sprite id = "2">	   
		<!-- pop up 2 message - magazine -->	   
		<!-- With Paper Piece -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="The cover page has been torn in two - and I think I have the missing piece." speechtype="" character="Jessica" />  
			</conversation>	
		<!-- Without Paper Piece -->
			<conversation id="1" >	    	    
				<dialog id="0" dialogtext="Who would tear the cover page apart like this? I wonder what it said." speechtype="" character="Jessica" /> 
			</conversation>	
		<!-- After Activity -->
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Jessica: Another controversy going on at the Lodge! Daniel must have ripped the paper apart in annoyance at the allegations against him!" speechtype="" character="Jessica" />
			</conversation>	   
		</sprite>
		<sprite id = "3">	   
   		<!-- With Ledger -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Time to go through the ledger and find out if Perley really was cheating on his accounts." speechtype="" character="Jessica" />  
			</conversation>	
		<!-- Without Ledger -->
			<conversation id="1" >	    	    
				<dialog id="0" dialogtext="Ted wanted me to bring the ledger here." speechtype="" character="Jessica" /> 
			</conversation>	
		<!-- After Activity -->
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Jessica: Another controversy going on at the Lodge! Daniel must have ripped the paper apart in annoyance at the allegations against him!" speechtype="" character="Jessica" />
			</conversation>	   	   
  		</sprite>
  		<sprite id = "4">	   
		<!-- Dynamic Text on clicking Shelves -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="The shelves seem to be stocked with the strangest things!" speechtype="" character="Jessica" />   	    
			</conversation>	   
		</sprite>
		<sprite id = "5">	   
		<!-- Dynamic Text on clicking Bottles on table -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Ted has plenty of contact lens solution in stock." speechtype="" character="Jessica" />   	    
			</conversation>	   
		</sprite>
		<sprite id = "6">	   
		<!-- When Ted is away -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: It wouldn't hurt to take a closer look around while Ted isn't here." speechtype="" character="Jessica" />   	    
			</conversation>	   
		</sprite>
		<!--cutScreen messages video 18 replaces with below conversation-->
    	<sprite id = "7">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Ted: Well go ahead, ask whatever you like." speechtype="2" character="Ted" />
    			<dialog id="1" dialogtext="Jessica: Well, did Daniel ever come to you for any sort of medications?" speechtype="3" character="Jessica" />
    			<dialog id="2" dialogtext="Ted: I sell a lot to a lot of customers everyday, so it's hard to keep track. I would't blame Daniel if he needed any medication though - he was on the edge ever since a big argument with Rick, almost like he knew what was coming!" speechtype="2" character="Ted" />
    			<dialog id="3" dialogtext="Mort: An argument? Was it about the rewiring work on the Lodge?" speechtype="2" character="Mort" />
    			<dialog id="4" dialogtext="Ted: Bingo! Daniel insisted on going with the lowest bidder to save money, and Rick wasn’t the lowest bidder, so he picked another contractor. He said the Lodge was short on cash, which is true - just ask our accountant Mr. Cotter to let you have a look at our Ledger and you'll know why!" speechtype="1" character="Ted" />
   			</conversation>   	      
    	</sprite> 	  
    	<!--Latch destination messages-->
    	<sprite id = "8">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Maybe I have the item I need to open the cigar box." speechtype="" character="Ted" />
   			</conversation>
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="The cigar box is missing a knob." speechtype="" character="Ted" />
   			</conversation>   	      
   			   	      
    	</sprite> 		
	</level>
	
 	<level id = "L17">
 		<sprite id ="0">
 			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Oh my! Was this what Ted was using to stir? " speechtype="" character="Jessica" />   	   
   			</conversation>	  
 		</sprite>
 		<sprite id ="1">
 			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have something to pour the juice into." speechtype="" character="Jessica" />   	   
   			</conversation>	  
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="I can see something in the jug but I'm going to have to pour the juice into something to take it out." speechtype="" character="Jessica" />   	   
   			</conversation>	  
 		</sprite>
 		<sprite id ="2">
 			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Memos and to-do lists that Ted put up for himself. This handwriting looks a bit familiar." speechtype="" character="Jessica" />   	   
   			</conversation>	  
 		</sprite>
 	</level> 
 	
 	<level id="L18">	
		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>     
		<sprite id = "1">	   
		<!-- Bird House pop up -->	   
		<!-- Before Activity -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I think I can make out a stain on the floor. This birdhouse needs to be out of the way first if I need to examine it." speechtype="" character="Jessica" />   	    
			</conversation>	 
		<!-- After Activity -->
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="Jessica: A conspicuous stain on the floor! And it seems to lead to the bin..." speechtype="" character="Jessica" /> 
			</conversation>	 
		</sprite>
		<sprite id = "2">	   
		<!-- On solving Puzzle -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I see! So someone tampered with the vote after all! But why is it that Ted's name isn't included in this list of voters?" speechtype="" character="Jessica" />   	    
				<dialog id="1" dialogtext="Vern: Ted was kicked out of the Lodge shortly before the election for joining a discussion outside the Lodge about whether our treasurer has been nicking the chapter funds." speechtype="" character="Vern" />
				<dialog id="2" dialogtext="Jessica: Hm... yet another controversy surfaces." speechtype="" character="Jessica" />
			</conversation>	  
		</sprite>
		<sprite id = "3">	   
			<!-- Ledger pop up -->	   
			<!-- With letter Opener -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="The votes must be inside this envelope - I have the item I need to open it." speechtype="" character="Jessica" />   	    
			</conversation>	 
			<!-- Without letter Opener -->
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="The votes must be inside this envelope - I need to find a way to open it." speechtype="" character="Jessica" /> 
			</conversation>
			<!-- After Pop-up -->
			<conversation id="2" >	      	    
				<dialog id="0" dialogtext="Jessica : It's clear that someone has tampered with these votes. I can see marks that have been rubbed off and the two checkmarks under Daniel's name were clearly added by someone else." speechtype="" character="Jessica" /> 
			</conversation>	 
			<!-- When Book is opened -->
			<conversation id="3" >	      	    
				<dialog id="0" dialogtext="Jessica : Ah! This must be the envelope with the votes inside." speechtype="" character="Jessica" /> 
			</conversation>	
		</sprite>
		<sprite id = "4">	   
			<!-- Gas Can -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have what I need to get this machine started." speechtype="" character="Jessica" />   	    
			</conversation>
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="The leaf blower seems to be out of gas. I can't operate it yet." speechtype="" character="Jessica" /> 
			</conversation>
		</sprite>
		<sprite id = "5">	   
			<!-- Bin pop-up -->	   
			<!-- With surgical hook -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I think I have the item I need to fish those jeans out of there." speechtype="" character="Jessica" />   	    
			</conversation>
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="It looks like a pair of discarded jeans - I can't reach them yet." speechtype="" character="Jessica" /> 
			</conversation>
			<!-- Before using leaf blower -->
			<conversation id="2" >	      	    
				<dialog id="0" dialogtext="Something is sticking out from underneath the styrofoam balls - how will I get to it?" speechtype="" character="Jessica" /> 
			</conversation>
		</sprite>
		<sprite id = "6">	   
			<!-- Dynamic text for Bird Pop-Up Blood stain-->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="It's a blood stain! This wasn't here before, did Vern get cut somehow?" speechtype="" character="Jessica" />   	    
			</conversation>	 
		</sprite>
		<sprite id = "7">	   
			<!-- Dynamic text on Staircase-->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Vern uses the top floor as a storage area. There's nothing to be found there." speechtype="" character="Jessica" />   	    
			</conversation>	 
		</sprite>
		<!--cutScreen messages video 15 replaces with below conversation-->
    	<sprite id = "8">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Vern: Jessica! I didn’t hear you come in! Can I help you?" speechtype="1" character="Vern" />
    			<dialog id="1" dialogtext="Jessica: I just wanted to know, Vern - why did you break into Daniel and Maddy’s home?" speechtype="3" character="Jessica" />
    			<dialog id="2" dialogtext="Vern: I didn’t break into anyone’s home! Do you have any proof of that?" speechtype="4" character="Vern" />
   			</conversation>   	      
    	</sprite> 	 
    	<!--cutScreen messages video 15 replaces with below conversation-->
    	<sprite id = "9">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Vern: Okay, I was there. I was in a hurry - I wanted to get in and out before Maddy came home - and I didn’t even notice that I’d cut my leg until later." speechtype="1" character="Vern" />
    			<dialog id="1" dialogtext="Jessica: So you’re the one who took the Lodge’s accounting ledger from Daniel’s house?" speechtype="3" character="Jessica" />
    			<dialog id="2" dialogtext="Vern: Yes - but only by accident. I thought I had the Lodge’s official record book - you know, where we note down the ballot counts from elections. I know it was stupid to take them, but I couldn't let go of the feeling that someone had tampered with the results. I had to find out if the election was rigged by Daniel... or someone else." speechtype="3" character="Vern" />
    			<dialog id="3" dialogtext="Mort: That’s enough for me. Vern Gander, I’m placing you under arrest for the murder of Daniel Lane." speechtype="2" character="Mort" />
    			<dialog id="4" dialogtext="Jessica: Sheriff Metzger, I don't think we should jump to conclusions. Vern was only finding closure to the election's unexpected results. Before we do anything hasty, we should examine the ledger and see if there are any clues to the murder of Daniel Lane" speechtype="6" character="Jessica" />
   			</conversation>       
    	</sprite> 
    	<!--cutScreen messages video 20 replaces with below conversation-->
    	<sprite id = "10">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Vern: Hey there, Jessica!" speechtype="2" character="Vern" />
    			<dialog id="1" dialogtext="Jessica: Hello, Vern. We were hoping to get information about Daniel from you, since you're a member of the Lodge" speechtype="1" character="Jessica" />
    			<dialog id="2" dialogtext="Vern: Daniel...  Such a shame about what happened to him - just after he was voted president, too! Now that he's gone, I'm the president of the Lodge! I knew it'd happen - I only wish it was under better circumstances." speechtype="2" character="Vern" />
    			<dialog id="3" dialogtext="Jessica: Oh? What do you mean? Did you think that the presidential poll was unfair?" speechtype="3" character="Jessica" />
    			<dialog id="4" dialogtext="Vern: I took a rough poll before the election and disguised it using symbols. I’m pretty sure that the election was rigged so that Daniel would win." speechtype="1" character="Vern" />
   			</conversation>   	      
    	</sprite> 
    	<sprite id = "11">
			<!-- Spactula destination messages -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="The lid is stuck. Maybe I can wedge it open somehow." speechtype="" character="Jessica" />   	    
			</conversation>
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="The lid is stuck. I need something to wedge it open." speechtype="" character="Jessica" /> 
			</conversation>
		</sprite>	 
		<sprite id = "12">
			<!-- after collecting ledger messages -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Didn't Ted say he wanted me to bring him the ledger of the Lodge accounts?" speechtype="" character="Jessica" />   	    
			</conversation>
		</sprite>	 
		<sprite id = "13">
			<!-- on clicking surgical hook area message -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: The bin is full of packing peanuts. I'll need to find a way to move them out of the way." speechtype="" character="Jessica" />   	    
			</conversation>
		</sprite>			 
	</level>
 	
 	<level id="L19">	
		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>     
		<sprite id = "1">	   
			<!-- Fish pop up -->	   
			<!-- With Battery -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to get this working and see what that paper is." speechtype="" character="Jessica" />   	    
			</conversation>	 
			<!-- Without Battery Activity -->
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="There's a paper trapped in the fish's mouth. If I can get this to work maybe I can see what it is." speechtype="" character="Jessica" /> 
			</conversation>	
			<!-- After Activity -->
			<conversation id="2" >	      	    
				<dialog id="0" dialogtext="Jessica: This is quite a hefty amount for one of such a humble profession, isn't it?" speechtype="" character="Jessica" /> 
			</conversation>	  
		</sprite>
		<sprite id = "2">	   
		<!-- Machine Pop-Up -->	   
		<!-- With Lever -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to fix this." speechtype="" character="Jessica" />   	    
			</conversation>	 
		<!-- Without Lever -->
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="There's a paper trapped in the slot of the adding machine. It's in mint condition but will need a lever to work." speechtype="" character="Jessica" /> 
			</conversation>	 
		<!-- After Activity -->
			<conversation id="2" >	      	    
				<dialog id="0" dialogtext="Jessica: This looks like a love letter - or at least, half of one. This handwriting looks familiar... I wonder if I can find the other half." speechtype="" character="Jessica" />  
			</conversation>	 
		</sprite>
		<!--cutScreen messages video 15 replaces with below conversation-->
    	<sprite id = "3">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Perley: I’ve told you, Sheriff, I’m a busy man!" speechtype="2" character="Perley" />
    			<dialog id="1" dialogtext="Mort: Perley, we know that you’ve been embezzling money from the Moose Lodge. " speechtype="2" character="Mort" />
    			<dialog id="2" dialogtext="Jessica: The numbers in this ledger prove it!" speechtype="3" character="Jessica" />
    			<dialog id="3" dialogtext="Perley: Me, embezzle from my friends? I would never do such a thing…! Do you have some proof to substantiate these ridiculous claims?" speechtype="2" character="Perley" />
   			</conversation>   	      
    	</sprite> 	 
    	<!--cutScreen messages video 15a replaces with below conversation-->
    	<sprite id = "4">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Perley: Oh, fine, you got me. No, Daniel never knew. Well…I don’t think he did…." speechtype="3" character="Perley" />
    			<dialog id="1" dialogtext="Mort: If he did, that sounds like a pretty good motive for murder!  You’re going to have to come with me, Perley. I’m holding you on charges of embezzlement, and on suspicion of murder." speechtype="2" character="Mort" />
    			<dialog id="2" dialogtext="Perley: What a waste of time…" speechtype="3" character="Perley" />
    			<dialog id="3" dialogtext="Mort: Jessica, I'll be escorting Mr. Cotter to the office now. Come over there when you're ready, I think the boys have found something interesting." speechtype="1" character="Mort" />
   			</conversation>   	      
    	</sprite> 
    	<!--cutScreen messages video 21 replaces with below conversation-->
    	<sprite id = "5">
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Perley: You want to look at the Moose Lodge’s accounting register? That’s highly irregular, Sheriff!" speechtype="2" character="Perley" />
    			<dialog id="1" dialogtext="Mort: It’s police business, Perley. We need that financial information to look for clues regarding Daniel Lane’s murder." speechtype="1" character="Mort" />
    			<dialog id="2" dialogtext="Jessca: The Sheriff could always ask the judge for a search warrant, Perley ..." speechtype="6" character="Jessica" />
    			<dialog id="3" dialogtext="Perley: No, no, that won’t be necessary. I’ll show it to you later, when I’m not quite so busy!" speechtype="1" character="Perley" />
   			</conversation>   	      
    	</sprite>
    	<!--after completing initail tasks.--> 	  		 
    	<sprite id = "6">
    		<conversation id="0" >
				<dialog id="0" dialogtext="Maddy: I couldn't help but overhear you from the secretary's desk. I think I have what you need back at home, so come by and I'll show you." speechtype="1" character="Maddy" />
	    		<dialog id="1" dialogtext="Mort: So Maddy works here as a secretary? We should definitely see what she wants to show us!" speechtype="1" character="Mort" />
	    		</conversation>
    	</sprite>
    	<!--To Sherriffs office--> 	  		 
    	<sprite id = "7">
    		<conversation id="0" >
    			<dialog id="0" dialogtext="Jessica: The Sheriff was saying something about evidence from the crime scene that he wanted to show me. I should head to the Sheriff's office." speechtype="6" character="Jessica" />
    		</conversation>
    	</sprite>
	</level>
 	
 	<level id="L20">	
		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>     
		<sprite id = "1">	   
		<!-- Glass shard pop up -->	   
		<!-- With Gloves -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to pick this up with." speechtype="" character="Jessica" />   	    
			</conversation>	 
		<!-- Without Gloves -->
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="I'll get cut if I take it with my bare hands." speechtype="" character="Jessica" /> 
			</conversation>	  
		</sprite>
	</level>
 	
 	<level id="L21">	
		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>  
  		<sprite id = "1">	   
			<!-- Lock Pop Up With Lock and without lock -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Now it's time to open up this box!" speechtype="" character="Jessica" />   	    
			</conversation>
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="I need to find the lock piece that the sheriff lost if I want to open this." speechtype="" character="Mort" /> 
			</conversation>
		</sprite>
		<sprite id = "2">
			<conversation id="0" >	      	    
				<dialog id="0" dialogtext="Mort: That's a piece of the wire Daniel had in his hand. Our analysts found that the sediment on the wire is refined salt." speechtype="1" character="Mort" /> 
				<dialog id="1" dialogtext="Jessica: Salt! So the puddle that Daniel was lying in was not just ordinary water, but pure saline. Hmmm... I should ask Rick whether saline is a better conductor of electricity!" speechtype="6" character="Jessica" />
			</conversation>	   
		</sprite>
		<sprite id = "3">
			<conversation id="0" >	      	    
				<dialog id="0" dialogtext="Mort: Ah, Jessica. The evidence is in the box on my desk but, I lost a piece of the lock when I dropped it by mistake... It's got to be around here somewhere!" speechtype="1" character="Mort" />
			</conversation>	   
		</sprite>
	</level>
	
	<level id="L22">	
		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>  
		<sprite id = "1">	   
			<!-- Ladder Popup -->	
			<!-- With screw -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to hold the rung in place and use the ladder." speechtype="" character="Jessica" />   	    
			</conversation>	 
			<!-- Without screw -->
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="I'll need to hold the rung in place with a screw to use the ladder." speechtype="" character="Jessica" /> 
			</conversation>	   
		</sprite>
		<sprite id = "2">	   
			<!-- Ladder Popup -->	
			<!-- With screwdriver -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to tighten the screw." speechtype="" character="Jessica" />   	    
			</conversation>	 
			<!-- Without screwdriver -->
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="Now I need to tighten the screw." speechtype="" character="Jessica" /> 
			</conversation>	   
		</sprite>
		
		<sprite id = "3">	   
			<!-- Ladder Popup Completed -->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Now I can reach the camera and get the disc with the Surveillance footage on it." speechtype="" character="Jessica" />   	    
			</conversation>	 	
		</sprite>
		
		<sprite id = "4">	   
			<!-- Cam Clicked before ladder pop up complete -->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="The Surveillance camera will surely have caught the murderer on tape. If only I could reach the camera and check the footage." speechtype="" character="Jessica" />   	    
			</conversation>	 	
		</sprite>
		
		<sprite id = "5">	   
			<!-- Bead pop up -->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I've seen a very similar bead before... On a bracelet that belonged to Colleen!" speechtype="" character="Jessica" />   	    
			</conversation>	 	
		</sprite>
		
		<sprite id = "6">	   
			<!-- Bead pop up complete -->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I've seen a very similar bead before... On a bracelet that belonged to Colleen!" speechtype="" character="Jessica" />   	    
			</conversation>	 	
		</sprite>
		
		<sprite id = "7">	   
			<!-- List of names -->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: A list of names..." speechtype="" character="Jessica" />  
				<dialog id="1" dialogtext="Colleen: Shamus's name is on it, and circled!" speechtype="" character="Colleen" />   
				<dialog id="2" dialogtext="Inspector: I believe we need to have a word with him at once!" speechtype="" character="Inspector" />  	  	    
			</conversation>	 	
		</sprite>
		
		<sprite id = "8">	   
			<!-- Key pop up -->	
			<!-- With Wire Cutter-->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="This must be the key to the victim's hotel room. I have the item I need to take it off the ring." speechtype="" character="Jessica" />  	  	    
			</conversation>	 
			
			<!-- Without Wire Cutter-->
			<conversation id="1" >	   
				<dialog id="0" dialogtext="This must be the key to the victim's hotel room. The key ring is badly dented, I'll need something to cut it with." speechtype="" character="Jessica" />  	  	    
			</conversation>	 	
		</sprite>
		
		<sprite id = "9">	   
			<!-- Wallet pop up -->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: This is the stub of a boarding pass - This man must have arrived recently to be carrying this around." speechtype="" character="Jessica" />
				<dialog id="1" dialogtext="Inspector: Johan Christensen, all the way from Switzerland! What business did he have here?" speechtype="" character="Inspector" />  	  	    
			</conversation>	 			
		</sprite>
		
		<sprite id = "10">	   
			<!-- Door pop up -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="This must lead to the surveillance room. I have the item I need to get in. " speechtype="" character="Jessica" />  	  	    
			</conversation>
			<conversation id="1" >	   
				<dialog id="0" dialogtext="This must lead to the surveillance room. It appears to be locked." speechtype="" character="Jessica" />  	  	    
			</conversation>	 				
		</sprite>
		<sprite id = "11">	   
			<!-- Initial tasks in Library complete -->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Inspector: I'll need a word with your husband at his office, madam. It would appear he might be our only lead at present." speechtype="" character="Inspector" />
				<dialog id="1" dialogtext="Colleen: Of course... he'll be at his office!" speechtype="" character="Colleen" />
			</conversation>	 			
		</sprite>
		<sprite id = "12">	   
			<!-- screwdriver destination messages for bead  -->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I can see something in there, but I can't reach it with my fingers. I have the item I need to prod it out." speechtype="" character="Jessica" />  	  	    
			</conversation>	 
			<conversation id="1" >	   
				<dialog id="0" dialogtext="I can see something in there, but I can't reach it with my fingers. I'll need something long and thin to poke it out." speechtype="" character="Jessica" />  	  	    
			</conversation>	 				
		</sprite>
	</level>
	
	<level id="L23">	
		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>  	
  		<sprite id = "1">	   
   		<!-- gatekey with and without messages -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to open the college gates." speechtype="" character="Jessica" />   	   
   			</conversation>
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="The college gates are locked shut. I'll need a key to open them." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite> 
	</level>
	
	<level id="L24">	
		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>  
  		
		<sprite id = "1">	   
			<!-- Magnet Pop up -->	
			<!-- With Magnet -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="There's a pair of wire cutters down there. I think I have what I need to reel them up." speechtype="" character="Jessica" />   	    
			</conversation>	 
			<!-- Without Magnet -->
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="There's a pair of wire cutters down there. If only I had something to put at the end of the reel." speechtype="" character="Jessica" /> 
			</conversation>	      
		</sprite>
		
		<sprite id = "2">	   
			<!-- Lamp Pop up -->	
			<!-- With Paper -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I could examine that sheet I found here. This lamp is brighter than most." speechtype="" character="Jessica" />   	    
			</conversation>	 
			<!-- Without Paper -->
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="This is where Shamus examines manuscripts. I wonder if any of this will come in handy." speechtype="" character="Jessica" /> 
			</conversation>	      
		</sprite>
		
		<sprite id = "3">	   
			<!--  -->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="" speechtype="" character="Shamus" />
			</conversation>
		</sprite>
		
		<sprite id = "4">
			<conversation id="0" >	   
				<dialog id="0" dialogtext="..." speechtype="" character="Jessica" />
			</conversation>	  
		</sprite>
		
		<sprite id = "5">	   
			<!-- Key Pop - bracelet Clicked-->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="This bracelet must belong to Colleen - I wonder how it broke..." speechtype="" character="Jessica" />   	    
			</conversation>	  
		</sprite>
		
		<sprite id = "6">	   
			<!-- dynamic speech for popup 0 magnet usage popup photo click message-->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="It's a photo of Shamus with one of his many awards." speechtype="" character="Jessica" />   	    
			</conversation>	  
		</sprite>
		<sprite id = "7">	   
			<!-- Key Pop - photo frame Clicked-->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Shamus: That's Conor Healy, the founder of the Ulysses Club. He was the one who discovered the manuscript that's being displayed at the Library now - I believe he was in contact with Mr. Christensen about it." speechtype="" character="Shamus" />
				<dialog id="1" dialogtext="Jessica: I should have a word with him at the Ulysses Club." speechtype="" character="Jessica" />   	    
			</conversation>	  
		</sprite>
		<!-- CutScenes...-->
		<sprite id = "8">
    	<!-- CutScenes 34...-->
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Shamus: What’s going on…? Inspector? Jessica?" speechtype="1" character="Shamus" />
    			<dialog id="1" dialogtext="Inspector: The murder weapon is covered in your fingerprints, Mr. O'Brien - and in addition, the team has analyzed and found that the dimensions of the impact on Christensen's skull match those of your trophy! You are under arrest!" speechtype="1" character="Inspector" />
    			<dialog id="2" dialogtext="Shamus: This is preposterous! I have done nothing wrong! Jessica, help me out…" speechtype="1" character="Shamus" />
   			</conversation>   	      
    	</sprite> 		
		<sprite id = "9">
		<!-- CutScenes 34 a...-->
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Shamus: What’s this? A report?" speechtype="1" character="Shamus" />
    			<dialog id="1" dialogtext="Jessica: Yes, the autopsy report for Mr. Christensen’s death. Inspector, according to this he suffered two blunt impacts to his head." speechtype="1" character="Jessica" />
    			<dialog id="2" dialogtext="Inspector: So? It must have taken two blows to do him in." speechtype="1" character="Inspector" />
    			<dialog id="3" dialogtext="Jessica: Perhaps, but only one of the wounds matches this trophy." speechtype="1" character="Jessica" />
    			<dialog id="4" dialogtext="Inspector: I’d best go run some more tests." speechtype="1" character="Inspector" />
    			<dialog id="5" dialogtext="Colleen: You're really a savior, Jessica! Thanks!" speechtype="1" character="Colleen" />
    			<dialog id="6" dialogtext="Jessica: Well now that that matter's been cleared up, I need you to tell me what you were doing in the library that night, Colleen." speechtype="1" character="Jessica" />
    			<dialog id="7" dialogtext="Colleen: Me? I - I wasn't there! You - you have no proof that I was!" speechtype="1" character="Colleen" />
   			</conversation>   	      
    	</sprite> 	
    	
    	<sprite id = "10">
    	<!-- CutScenes 34 b...-->
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Colleen: Could that be…?" speechtype="1" character="Colleen" />
    			<dialog id="1" dialogtext="Jessica: Colleen - we found this bead from your bracelet on the floor of the library, near where we found Mr. Christensen’s body." speechtype="1" character="Jessica" />
    			<dialog id="2" dialogtext="Colleen: How would a bead from my bracelet end up there?" speechtype="1" character="Colleen" />
    			<dialog id="3" dialogtext="Jessica: I was hoping you could tell me. You told Inspector O’Keefe that you had never met Johan Christensen before, but this bead says otherwise." speechtype="1" character="Jessica" />
    			<dialog id="4" dialogtext="Colleen: It’s true, Jess, I did meet him the night before he was killed. He approached me as I was closing the library. He wanted to have an early look at the Joyce manuscript, and when I refused to open the display case, he grabbed me by the wrist and tried to force me to do it." speechtype="1" character="Colleen" />
    			<dialog id="5" dialogtext="Jessica: And that’s how your bracelet was broken." speechtype="1" character="Jessica" />
    			<dialog id="6" dialogtext="Colleen: Yes. I managed to get free and ran off. I walked around campus until I calmed down enough to drive home." speechtype="1" character="Colleen" />
   			</conversation>   	      
    	</sprite> 		
    	<sprite id = "11">
    	<!-- video 29...-->
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Shamus: Colleen - Jessica - I saw an ambulance in front of the library! What’s going on?" speechtype="1" character="Shamus" />
    			<dialog id="1" dialogtext="Jessica: A man was murdered there overnight, Shamus! We think his name was Johan Christensen. He was carrying a list of names with him and yours was at the top." speechtype="1" character="Jessica" />
    			<dialog id="2" dialogtext="Inspector: Did you know the victim, sir? Or why he would have a list of names - including yours - with him?" speechtype="1" character="Inspector" />
    			<dialog id="3" dialogtext="Shamus: I knew of the man. May I see the list, Inspector? ... These people are all prominent document authentication experts, as am I." speechtype="1" character="Shamus" />
    			<dialog id="4" dialogtext="Jessica: nd Johan Christensen - was he also an expert?" speechtype="1" character="Jessica" />
    			<dialog id="5" dialogtext="Shamus: Yes, he was well-known for his expertise in telling apart real documents from forgeries, though he was controversial, to say the least." speechtype="1" character="Shamus" />
   			</conversation>   	      
    	</sprite> 	
    	<sprite id = "12">
			<!-- Symbols destination message -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Maybe I can use something as reference to open this lock." speechtype="" character="Jessica" />   	    
			</conversation>	 
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="I'll need to find what order to press these symbols in to open the lock." speechtype="" character="Jessica" /> 
			</conversation>	      
		</sprite>
		<sprite id = "13">
			<!-- Bead destination message -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I think I have what the bracelet is missing." speechtype="" character="Jessica" />   	    
			</conversation>	 
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="It looks like one of the beads is missing from the bracelet." speechtype="" character="Jessica" /> 
			</conversation>	      
		</sprite>
		<sprite id = "14">
			<!-- Lens destination message -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to fix this microscope." speechtype="" character="Jessica" />   	    
			</conversation>	 
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="The microscope is missing a lens. I wonder if I can find it." speechtype="" character="Jessica" /> 
			</conversation>	      
		</sprite>					
	</level>
	
	<level id="L25">	
		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>  
		<sprite id = "1">	   
			<!-- Hotel Room pop up -->	
			<!-- With Key -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the item I need to unlock the door." speechtype="" character="Jessica" />   	    
			</conversation>	 
			<!-- Without paper -->
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="The room is locked as expected." speechtype="" character="Jessica" /> 
			</conversation>	   
		</sprite>
		<sprite id = "2">	   
			<!-- pass mesages -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="The pub opens only to members during the daytime. I have the item I need to gain entry." speechtype="" character="Jessica" />   	    
			</conversation>
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="The pub opens only to members during the daytime. I'll a need a pass to enter." speechtype="" character="Jessica" /> 
			</conversation>	   
		</sprite>
	</level>
	
	<level id="L26">	
		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>  
  		<sprite id = "1">	   
			<!-- Number Pop Up -->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="A pile of important looking notes - what could this number mean?" speechtype="" character="Jessica" />   	    
			</conversation>	      
		</sprite>
		<sprite id = "2">	   
			<!-- Cupboard Pop Up -->	
			<!-- With Remote -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I think I have the item I need to open this closet." speechtype="" character="Jessica" />   	    
			</conversation>	 
			<!-- Without remote -->
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="The closet has a sophisticated lock. It won't open with a key." speechtype="" character="Jessica" /> 
			</conversation>	      
		</sprite>
		<sprite id = "3">	   
			<!-- on collecting scrumbled sheet-->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: It seems odd to keep a blank sheet of paper safely locked away... maybe a should examine this closer using Shamus's equipment." speechtype="" character="Jessica" />
			</conversation>	  
		</sprite>	
		<sprite id = "4">	   
			<!-- on collecting memo -->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: These look like the details of a student here at the college. I could check on the database at the Library." speechtype="" character="Jessica" />
			</conversation>	  
		</sprite>
		<sprite id = "5">
    	<!-- video 30...-->
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Michael: Christensen…he was my only lead, and now he’s gone." speechtype="1" character="Michael" />
    			<dialog id="1" dialogtext="Jessica: Out with it, Michael - what’s going on?" speechtype="1" character="Jessica" />
    			<dialog id="2" dialogtext="Michael: I’m on assignment for MI6. We have reason to believe that Johan Christensen has ties to a rebel faction in Belfast, which is being financed by the sale of rare documents." speechtype="1" character="Michael" />    			
   			</conversation>   	      
    	</sprite>
    	<sprite id = "6">
    	<!--battery destination messages-->
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to fix the remote." speechtype="" character="Jessica" />
   			</conversation>
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="The batteries are missing from the remote." speechtype="" character="Jessica" />
   			</conversation>   	      
    	</sprite>
    	<sprite id = "7">
    	<!-- pendent destination messages-->
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I think I can open this up now." speechtype="" character="Jessica" />
   			</conversation>
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="There might be something valuable in here. I should open it somehow." speechtype="" character="Jessica" />
   			</conversation>   	      
    	</sprite>
	</level>
	
	<level id="L27">	
		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>  
  		<sprite id = "1">	   
			<!-- Photos pop up -->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Conor must love travelling - this landscape he's posing before is just breathtaking!" speechtype="" character="Jessica" />   	    
			</conversation>	      
		</sprite>
		<sprite id = "2">	   
			<!-- Memo Pop up -->	
			<!-- With Screwdriver -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="This is one of James Joyce's famous quotations. Maybe I should take it along with me." speechtype="" character="Jessica" />   	    
			</conversation>	 
			<!-- Without Screwdriver -->
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="This is one of James Joyce's famous quotations. Why would Conor screw it to the frame? I need something to take it with." speechtype="" character="Jessica" /> 
			</conversation>	      
		</sprite>
		<sprite id = "3">
    	<!-- video 35...-->
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Conor: Yes, can I help you?" speechtype="1" character="Conor" />
    			<dialog id="1" dialogtext="Jessica: Conor, when you said you've never been to Switzerland, you were lying, weren't you?" speechtype="1" character="Jessica" />
    			<dialog id="2" dialogtext="Conor: Why would I have need to lie? Do you think you can prove that I’ve been there?" speechtype="1" character="Conor" />
    			
   			</conversation>   	      
    	</sprite> 
    	<sprite id = "4">
    	<!-- video 35a...-->
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Conor: Ah… that…" speechtype="1" character="Conor" />
    			<dialog id="1" dialogtext="Jessica: Mr. Healy, I thought you told us that you’d never been to Switzerland.  If that’s so, then I wonder how you explain this picture of you there? The mountains in the background are the same as the ones in this travel brochure." speechtype="1" character="Jessica" />
    			<dialog id="2" dialogtext="Michael: It would be easy enough to check your passport and your travel history, unless you’d like to save us the trouble." speechtype="1" character="Michael" />
    			<dialog id="3" dialogtext="Conor: All right, all right - I did go to Switzerland, and met with Christensen while I was there. He was the most knowledgeable expert in document authentication I’d ever met, so I asked him to come have a look at the Joyce manuscript." speechtype="1" character="Conor" />
   			</conversation>   	      
    	</sprite> 
    	<sprite id = "5">
    	<!-- video 31...-->
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Conor: Ah, is something the matter, Inspector?" speechtype="1" character="Conor" />
    			<dialog id="1" dialogtext="Inspector: I understand that Johan Christensen contacted you about examining the James Joyce manuscript in the college library." speechtype="1" character="Inspector" />
    			<dialog id="2" dialogtext="Conor: That’s true. I found that manuscript among my late father’s papers. Like me, he was an expert on Joyce’s work. Word about it spread quickly, and Christensen was quite keen to have a look at it." speechtype="1" character="Conor" />
    			<dialog id="3" dialogtext="Jessica: Previous to his contacting you, had you ever met Mr. Christensen before?" speechtype="1" character="Jessica" />
    			<dialog id="4" dialogtext="Conor: Never in person. Nor have I ever been to his native Switzerland." speechtype="1" character="Conor" />
   			</conversation>   	      
    	</sprite> 
    	<sprite id = "6">
    	<!-- video 33...-->
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Conor: Stay out of this, you lot!" speechtype="1" character="Conor" />
    			<dialog id="1" dialogtext="Inspector: Not another move, Mr. Healy." speechtype="1" character="Inspector" />
    			<dialog id="2" dialogtext="Michael: I’ll take that cane, mate. Hand it over, slowly." speechtype="1" character="Michael" />
    			<dialog id="3" dialogtext="Conor: The little punk was blackmailing me!" speechtype="1" character="Conor" />
    			<dialog id="4" dialogtext="Jessica: Ian, are you all right?" speechtype="1" character="Jessica" />
    			<dialog id="5" dialogtext="Ian: I am now. He was going to kill me, and he killed my father!" speechtype="1" character="Ian" />
    			<dialog id="6" dialogtext="Jessica: He may have tried to kill you, but he didn’t murder your father. And as far as blackmail goes, you were blackmailing both Mr. Healy, and your father." speechtype="1" character="Jessica" />
    			<dialog id="7" dialogtext="Conor: What is the meaning of this?" speechtype="1" character="Conor" />
    			
   			</conversation>   	      
    	</sprite>
	</level>
	
	
	<level id="L28">	
		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>  
		<sprite id = "1">	   
			<!-- Paper Pop Up -->	
			<!-- With paper -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I've seen that 'H' somewhere before. I could compare it with this now." speechtype="" character="Jessica" />   	    
			</conversation>	 
			<!-- Without paper -->
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="I've seen that 'H' somewhere before. Maybe I could compare it with this." speechtype="" character="Jessica" /> 
			</conversation>	
			<!-- Initial Click -->
			<conversation id="2" >	      	    
				<dialog id="0" dialogtext="Jessica: It's a coded note of some kind..." speechtype="" character="Jessica" /> 
			</conversation>	      
		</sprite>
		
		<sprite id = "2"> 	   
   		<!-- hotel mesage -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Inspector:I just heard from my men that someone has been in Christensen's hotel room! We must hurry there and see what happened." speechtype="" character="Inspector" />	   
   			</conversation> 	   
  		</sprite> 	
  		<sprite id = "3">
    	<!-- video 36...-->
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Ian: I’m an artist! I need my space!" speechtype="1" character="Ian" />
    			<dialog id="1" dialogtext="Jessica: In a minute, Ian. What were you doing at the Library last night?" speechtype="1" character="Jessica" />
    			<dialog id="2" dialogtext="Ian: I wasn't at the Library yesterday, I told you! I was here, writing my poetry as always! You can’t prove that I wasn’t!" speechtype="1" character="Ian" />
   			</conversation>   	      
    	</sprite>
    	<sprite id = "4">
    	<!-- video 36 a...-->
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Ian: And what’s this supposed to be?" speechtype="1" character="Ian" />
    			<dialog id="1" dialogtext="Jessica: Ian, this is a photo from the college library’s surveillance camera. It proves you couldn’t have been here all evening writing." speechtype="1" character="Jessica" />
    			<dialog id="2" dialogtext="Ian: At least twenty people who were here can vouch for me!" speechtype="1" character="Ian" />
    			<dialog id="3" dialogtext="Michael: Nice try, lad, but a pub full of half-drunk college students doesn’t make for a very good alibi.  You could have easily slipped out and then back in without anyone noticing - which is exactly what you did." speechtype="1" character="Michael:" />
    			<dialog id="4" dialogtext="Ian: I guess the camera never lies. Well - I knew my father was in town to see the manuscript. I saw him pass by the pub, so I slipped out and followed him to the library. We had an argument there, but he was alive when I left him to come back here." speechtype="1" character="Ian" />
    			<dialog id="5" dialogtext="Michael: My sources tell me you’ve made several trips to Belfast." speechtype="1" character="Michael:" />
    			<dialog id="6" dialogtext="Ian: Of course I have. My mother lives there." speechtype="1" character="Ian" />
   			</conversation>   	      
    	</sprite>
    	<sprite id = "5">
    	<!-- video 32...-->
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Ian: What?" speechtype="1" character="Ian" />
    			<dialog id="1" dialogtext="Michael: Are you Ian Christensen?" speechtype="1" character="Michael" />
    			<dialog id="2" dialogtext="Ian: Yes." speechtype="1" character="Ian" />
    			<dialog id="3" dialogtext="Jessica: So sorry to bother you, but are you related to Johan Christensen?" speechtype="1" character="Jessica" />
    			<dialog id="4" dialogtext="Ian: Unfortunately, yes. Johan Christensen was my father. Our relationship was strained at best. I wasn’t too broken-hearted to hear of his death, I’ll admit, but I didn’t kill him if that’s what you’re implying." speechtype="1" character="Ian" />
    			<dialog id="5" dialogtext="Jessica: Oh, we didn’t mean to imply anything, I’m sure ... but it might be useful to know your whereabouts last night." speechtype="1" character="Jessica" />
    			<dialog id="6" dialogtext="Ian: I already told Inspector O’Keefe: At the time of my father’s death, I was here, writing. At least twenty people can confirm that." speechtype="1" character="Ian" />
   			</conversation>   	      
    	</sprite>
	</level>
	
	<level id="L29">	
		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>  
  		<!-- CD Drive -->
		<sprite id = "1">
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I can check the footage on the disc now." speechtype="" character="Jessica" />   	    
			</conversation>	 
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="They use this computer to playback the surveillance footage." speechtype="" character="Jessica" /> 
			</conversation>	   
		</sprite>
		<sprite id = "2">	   
			<!-- Maze puzzle Pop up Completed-->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: No matter what route he used, the murderer would have to pass through the camera's range at some point!" speechtype="" character="Jessica" />
				<dialog id="1" dialogtext="Inspector: Then a look at the footage just before the crime occured will give us our culprit." speechtype="" character="Inspector" />   	    
			</conversation>	  
		</sprite>
		<sprite id = "3">	   
			<!-- Maze puzzle Pop up -->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Colleen: That's a floor plan of the library, with the camera's range of view marked. I used a red magnet for the victim and green one for the culprit." speechtype="" character="Colleen" />
				<dialog id="1" dialogtext="Jessica: Let's see if the murderer could enter the library and commit the crime without being spotted by the camera." speechtype="" character="Jessica" />   	    
			</conversation>	 
		</sprite>
		<sprite id = "4">	   
			<!-- Before using braclet NPC text -->	
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Colleen: What in the world was that student doing in the library at that time of the night?" speechtype="1" character="Colleen" />
				<dialog id="1" dialogtext="Jessica: Another important question here is how did he get in through the doors once you had locked them?" speechtype="1" character="Jessica" />
				<dialog id="2" dialogtext="Inspector: That's a valid point. The doors showed no sign of being forced open, either. Which means you must have left them open that night - but why? Perhaps you forgot in your hurry to leave?" speechtype="1" character="Inspector" />
				<dialog id="3" dialogtext="Colleen: What are you implying? I didn't do or see anything unusual that night... You have no proof!" speechtype="1" character="Colleen" />   	    
			</conversation>	 
		</sprite>
	</level>
	
	<level id="L30">	
		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>
  		<sprite id = "1">	   
		<!-- gallery key destination message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Now we can open this door and get into the gallery." speechtype="" character="Jessica" />	   
			</conversation>	   
			<conversation id="1" >	   
				<dialog id="0" dialogtext="The door is locked. I'm going to need a key to open it." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite>
		
		<sprite id = "2">	   
   		<!-- L3 click message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="The gallery has been taped off for police investigation." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>
  		<sprite id = "3">	   
   		<!-- L9 click message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="There's no sign of Shawn anywhere - I'll come back later." speechtype="" character="Jessica" />   	   
   			</conversation>	   
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="Shawn hasn't gotten a chance to open up his studio yet." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>
  		<sprite id = "4">	   
   		<!-- L15 click message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="The electric shop hasn't opened today." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>
  		<sprite id = "5">	   
   		<!-- L19 click message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have no reason to be visiting an accounting store now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>	
  		<sprite id = "6">	   
   		<!-- Crank messages  -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have what I need to raise the shutter." speechtype="" character="Jessica" />   	   
   			</conversation>	   
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="I'll need some kind of crank to raise the shutter." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>
  		<sprite id = "7">	   
   		<!-- Grease messages.  -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to get this crank moving." speechtype="" character="Jessica" />   	   
   			</conversation>	   
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="The crank is jammed. It will need some kind of lubrication." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite> 
  		<sprite id = "8">	   
   		<!-- Zipper messages.  -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Time to open up this pouch and see if there's anything of use inside." speechtype="" character="Jessica" />   	   
   			</conversation>	   
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="Oh dear, the zipper is missing. I'll need to replace it in order to see the bag's contents." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite> 
  		<sprite id = "9">	   
   		<!-- Hinge messages.  -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to link the cart to the truck." speechtype="" character="Jessica" />   	   
   			</conversation>	   
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="There is no use moving the truck unless the cart is attached to it." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite> 
  		<sprite id = "10">	   
   		<!-- on clicking shutter.  -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Shawn: Hey! Is someone out there? The shutter's jammed and I'm trapped in here!" speechtype="1" character="Shawn" />
    			<dialog id="1" dialogtext="Jessica: Um, not to worry, Shawn! I'll get you out of there!" speechtype="1" character="Jessica" />   	   
   			</conversation>
  		</sprite> 
  		<sprite id = "11">	   
   		<!-- on clicking shutter after fall.  -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Shawn: Hello? Someone get me out of here!" speechtype="1" character="Shawn" />
    			<dialog id="1" dialogtext="Jessica: He might break the shutter down with all that banging..." speechtype="1" character="Jessica" />   	   
   			</conversation>
  		</sprite> 
  		<sprite id = "12">	   
   		<!-- on clicking boat in the scene  -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Mort: I can drive this out of the way if you can just find a way to link it to the truck!" speechtype="" character="Mort" />
   			</conversation>
  		</sprite>
  		<sprite id = "13">	   
   		<!-- on moving boat in the scene  -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Mort: Let's move her out!" speechtype="" character="Mort" />
   			</conversation>
  		</sprite>
	</level>
	<level id="L31">	
		<sprite id = "0">	   
   		<!-- nothing to do message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>
  		<sprite id = "1">	   
		<!-- after collecting shoe -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: A shoe with a broken heel! Now we know who left those uneven footprints at the gallery!" speechtype="" character="Jessica" />
				<dialog id="1" dialogtext="Mort: She's pretty smart to have mixed it in with all this!" speechtype="" character="Mort" />
			</conversation>
		</sprite>	
  		<sprite id = "2">	   
   		<!-- L21 click message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I shouldn't be disturbing them!" speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>
  		<sprite id = "3">	   
   		<!-- L16 click message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="The pharmacy just got a big shipment of supplies. I'll come back when they are free." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>
  		<sprite id = "4">	   
		<!-- bucket click message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Blue paint... Could this be the same as the paint at the crime scene?" speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite>  	   
		<sprite id = "5">	   
		<!-- paint file usage on paint scrap message -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I don't need a sample of this paint, I can just use the formula on the bucket to mix it." speechtype="" character="Jessica" />	   
			</conversation>	   
		</sprite>  	
		<sprite id = "6">	   
   		<!-- dumpster handle messages.  -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to open the dumpster." speechtype="" character="Jessica" />   	   
   			</conversation>	   
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="The dumpster is missing its handle." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>    
  		<sprite id = "7">	   
   		<!-- crowbar messages.  -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to pry the lid off the manhole." speechtype="" character="Jessica" />   	   
   			</conversation>	   
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="The manhole lid is stuck fast. I can't open it with my bare hands." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite> 
  		<sprite id = "8">	   
   		<!-- on collecting paint code.  -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Blue paint again! Hm...this code could be the key to figuring out if it's the same shade as what I found at the crime scene." speechtype="1" character="Jessica" />   	   
   			</conversation>
  		</sprite>
  		<sprite id = "9">	   
   		<!-- NPC speech first visit  -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Sabrina: Ah... You must be here on your investigation." speechtype="1" character="Sabrina" />
    			<dialog id="1" dialogtext="Mort: We wanted to ask you a couple of questions - but you seem to be busy!" speechtype="1" character="Mort" />
    			<dialog id="2" dialogtext="Sabrina: The renovators working on my office spilled blue paint all over the stairs and I was trying to get it cleaned up - come on in!" speechtype="1" character="Sabrina" />   	   
   			</conversation>
  		</sprite>
  		<sprite id = "10">	   
   		<!-- NPC speech first visit  -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Sabrina: Well, well, well. What brings you here?" speechtype="1" character="Sabrina" />
    			<dialog id="1" dialogtext="Jessica: We're on the lookout for clues - we'll be back in a while to see you, Sabrina." speechtype="1" character="Jessica" />
   			</conversation>
  		</sprite>
	</level>
	
	<level id="L32">	
	<sprite id = "0">	   
   		<!-- level intro message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>	   
	   	  
		<sprite id = "1">	   
   		<!-- L5 click message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Brushstrokes has been closed ever since Donny was put behind bars." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>
  		
  		<sprite id = "2">	   
   		<!-- L0 click message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="The house is closed up, perhaps for good. It looks rather desolate." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>
  		
  		<sprite id = "3"> 	   
   		<!-- Closed door to L18 -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="The hardware store hasn't opened yet." speechtype="" character="Jessica" />	   
   			</conversation>
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="The shop will be closed until Vern somehow manages to clear his name." speechtype="" character="Jessica" />	   
   			</conversation>		   
  		</sprite> 	
  		
  	</level>
	
	<level id="L33">
	
		<sprite id = "0">	   
   		<!-- level intro message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should probably investigate somewhere else now." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>	   
	   	   
  		<sprite id = "1">	   
   		<!-- Closed door to L11 -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="The police have the Lodge taped off for investigation." speechtype="" character="Mort" />	   
    		</conversation>	   
  		</sprite>	
  		 	
		<sprite id = "2">	   
   		<!-- L8 click message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Natalie left on vacation shortly after she was acquitted during the trial against her uncle. She said she needed to recover from the ordeal." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>
  		
  		<sprite id = "3">	   
   		<!-- Closed door to L14 -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I guess Maddy's still asleep." speechtype="" character="Jessica" />	   
    		</conversation>
    		<conversation id="1" >	   
    			<dialog id="0" dialogtext="The door is locked. Maybe Maddy is away somewhere." speechtype="" character="Jessica" />	   
    		</conversation>		   
  		</sprite>	  
  		
  	</level>
	
	
 	
 	<level id="P0">	   
  	<!-- doll usage message -->	
  		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Trace the shapes on the paperweight over the marks on the frame." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>  
  		<sprite id = "1">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to trace the marks on the frame." speechtype="" character="Jessica" />	   
   			</conversation>	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="I need something to draw over the marks on the frame." speechtype="" character="Jessica" />	   
   			</conversation>   	   
  		</sprite>   
  		<sprite id = "2">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: To find out what instrument was used to cut the painting out of the frame, I'll need a few things to compare these marks with." speechtype="" character="Jessica" />	   
   			</conversation>
  		</sprite>   
  		<sprite id = "3">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: The marks don't match with the ones on the paperweight after all." speechtype="" character="Jessica" />
    			<dialog id="1" dialogtext="Mort: Well, it was worth a shot!" speechtype="" character="Mort" />	   
   			</conversation>
  		</sprite> 
		<sprite id = "4">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I think I have something to compare the marks on this frame with." speechtype="" character="Jessica" />	   
   			</conversation>	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="I need something to compare the marks on this frame with... I've seen something very similar." speechtype="" character="Jessica" />	   
   			</conversation>   	   
  		</sprite> 
		<sprite id = "5">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: First I should use something I can match with the marks on the frame." speechtype="" character="Jessica" />	   
   			</conversation>	    	   
  		</sprite>  	        	   
 	</level>	  
 	<level id = "P1">
 		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Compare the shapes of the chisels with the slots on the board and place them in the right spots." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>  
 		<sprite id = "1">	   
   			<!-- chisel popup complete message -->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="Shawn: I’ve looked everywhere for that chisel. I lost it a week ago and I can’t seem to find it." speechtype="" character="Shawn" />	   
   			</conversation>      	   
    	</sprite>
    	
    	<sprite id = "2">	   
   			<!-- chisel popup complete message -->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="I wonder if the chisel will fit in this slot..." speechtype="" character="Shawn" />	   
   			</conversation>  
   			<conversation id="1" >	   
				<dialog id="0" dialogtext="I wonder where Shawn's chisel went..." speechtype="" character="Shawn" />	   
   			</conversation>         	   
    	</sprite>	
    	<sprite id = "3">	   
   			<!-- intial message -->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: This is the board Shawn uses to organize his collection of chisels." speechtype="" character="Jessica" />	   
   			</conversation>
    	</sprite>	
    	<sprite id = "4">	   
   			<!-- final message on playing final anim message -->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: You seem to be missing a chisel from your collection." speechtype="" character="Jessica" />
				<dialog id="1" dialogtext="Shawn: I looked everywhere for that chisel, but can't find it anywhere!" speechtype="" character="Shawn" />	   
   			</conversation>
    	</sprite>	
    </level> 
 	<level id="P2">	
 		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Use the paint in the saucer on the hanging drawing board. Connect the disjointed pipes to the T connector and turn the valves to match the formula. Use the paint brush to match the color obtained." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>   
    	<sprite id = "1">	   
   		<!--paint thinner popup messages -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to dilute the sample of dry paint." speechtype="" character="Jessica" />    	   
   			</conversation>   	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="I need something to dilute the paint." speechtype="" character="Jessica" />	   
   			</conversation>     	   
    	</sprite> 	   
    	<sprite id = "2">	   
   		<!-- after placing paint sample message -->	   
		 	<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I can't use dry paint; I'll need to dilute it somehow." speechtype="" character="Jessica" />	   
   			</conversation>	   
    	</sprite> 	   
    	<sprite id = "3">	   
   		<!-- paint brush usage message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I can place a paintbrush here." speechtype="" character="Jessica" />	   
   			</conversation>	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="It seems that something is missing here." speechtype="" character="Jessica" />	   
   			</conversation>           	   
    	</sprite>  
    	<sprite id = "4">	   
   		<!-- intro message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: This is a clever little setup for children to learn more about color mixing - it may prove to be useful later." speechtype="" character="Jessica" />	   
   			</conversation>
    	</sprite>
    	<sprite id = "5">	   
   		<!-- Reset message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should have checked the paint code." speechtype="" character="Jessica" />	   
   			</conversation>
    	</sprite>
    	<sprite id = "6">	   
   		<!-- Complete message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: The colors don't match! It wasn't paint from Sabrina's office that we saw at the crime scene." speechtype="" character="Jessica" />
   			</conversation>
    	</sprite> 
    	<sprite id = "7">	
    	<!-- after arranging all pipes -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Now I should open the valves and mix the paint according to the mixing ratio I found." speechtype="" character="Jessica" />
   			</conversation>
    	</sprite>    
    	<sprite id = "8">	
    	<!-- after using paint thinner -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I can check this color on the white board using a brush." speechtype="" character="Jessica" />
   			</conversation>
    	</sprite>   
    	<sprite id = "9">	
    	<!-- after seeing box popup -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I can use this setup to mix a batch of paint the same color as the one at Sabrina's office." speechtype="" character="Jessica" />
   			</conversation>
    	</sprite>	
    	<sprite id = "10">	   
   		<!--paint sample popup messages -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I can place that sample of paint I collected in this saucer." speechtype="" character="Jessica" />    	   
   			</conversation>   	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="I could use this saucer to hold a paint sample of some kind." speechtype="" character="Jessica" />	   
   			</conversation>     	   
    	</sprite> 	 
    	<sprite id = "11">	   
   		<!--paint code messages -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I can use the code I found to mix the paints in the right quantity." speechtype="" character="Jessica" />    	   
   			</conversation>   	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="Without a code, I won't be able to mix the right shade of paint." speechtype="" character="Jessica" />	   
   			</conversation>     	   
    	</sprite> 	
    	<sprite id = "12">	   
   		<!--using half of paint formula messages -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I will need both parts of the formula if I need to mix the right paint!" speechtype="" character="Jessica" />    	   
   			</conversation>
    	</sprite> 	             
 	</level> 	   
 	<level id="P3">	   
  		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Match the photos with their corresponding captions.&#xD; Click on a pair of photos to swap them." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>      
  		<sprite id = "1"> 	   
		<!-- after puzzle message-->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Milton was secretly photographing Natalie... He must have been infatuated with her for a long time. What is this note scribbled on the side?" speechtype="" character="Jessica" />
			</conversation>	   
		</sprite>  	 
		<sprite id = "2"> 	   
		<!-- destination for photograph messages...-->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="I have the photographs missing from the album." speechtype="" character="Jessica" />
			</conversation>
			<conversation id="1" >	   
				<dialog id="0" dialogtext="A number of photos are missing from the album." speechtype="" character="Jessica" />
			</conversation>	 
			<conversation id="2" >	   
				<dialog id="0" dialogtext="Jessica: There are still some photographs missing." speechtype="" character="Jessica" />
			</conversation>  	   
		</sprite>   
 	</level> 	   
 	<level id="P4">	   
  		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Crack the code using the cipher. Align the wheels according to the cipher. Click on a numeral and then on the corresponding alphabet to replace it." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>  
  		<sprite id = "1">	   
   		<!-- When puzzle is activated -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="JESSICA: A clever little numerical code - but I think I can crack it." speechtype="" character="Jessica" />
   			</conversation>   	      	   
   		</sprite>     
   		<sprite id = "2">	   
   		<!-- dest message... -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I think I have what I need to crack this code." speechtype="" character="Jessica" />
   			</conversation>   
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="I will need some kind of cipher to crack this code." speechtype="" character="Jessica" />
   			</conversation>  	      	   
   		</sprite>  
   		<sprite id = "3">	   
   		<!-- After MiniGame -->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: Maurice and Donny plan on leaving with the stolen painting tonight!" speechtype="" character="Jessica" />	   
				<dialog id="1" dialogtext="Mort: We’d better hurry." speechtype="" character="Mort" />	   
			</conversation>      	   
    	</sprite> 
    	   	   
 	</level> 	   
 	<level id="P5">	   
  		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Rearrange the jumbled paintings. Click on a pair of image pieces to swap them." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>        	  
  		<sprite id = "1">	   
   		<!-- paint solvents inv usage usage message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to complete the paintings." speechtype="" character="Jessica" />	   
   			</conversation>	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="There are pieces missing from these paintings." speechtype="" character="Jessica" />	   
   			</conversation>           	   
    	</sprite>   
    	<sprite id = "2">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Natalie: That statue was a gift that Shawn made for me." speechtype="" character="Natalie" />   	   
   			</conversation>	   
  		</sprite>   
 	</level> 	   
 	<level id="P6">	
 		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Use the clues on the wall to swap and arrange the statues, using the buttons to rotate them. Equip the statues with their respective weapons." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>    
  		<sprite id = "1">	   
   		<!-- wrist armor usage message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to complete the warrior's armor." speechtype="" character="Jessica" />	   
   			</conversation>	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="Looks like one of the warriors is missing his helmet." speechtype="" character="Jessica" />	   
   			</conversation>           	   
    	</sprite>  
    	<sprite id = "2">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="An impressive display of warriors and their weapons. One statue has a paper clenched in its fist. I wonder what it could be." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>        	   
 	</level> 		
 	
 	<level id="P7">	
 		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Use the lever to view different slides and adjust the focus and color gels to find the secret code." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>    
  		<sprite id = "1">	   
   		<!-- wrist armor usage message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I could use this to view the disc I found." speechtype="" character="Jessica" />	   
   			</conversation>	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="I could use this to view a disc." speechtype="" character="Jessica" />	   
   			</conversation>           	   
    	</sprite>   
    	<sprite id = "2">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I can use this to crack the code." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>     	   
 	</level> 		    
 	
 	<level id="P8">	   
  	<!-- doll usage message -->	
  		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Trace the shapes on the statue over the marks on the frame." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>  
  		<sprite id = "1">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to trace the marks on the frame." speechtype="" character="Jessica" />	   
   			</conversation>	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="I need something to draw over the marks on the frame." speechtype="" character="Jessica" />	   
   			</conversation>   	   
  		</sprite>   
  		<sprite id = "2">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: To find out what instrument was used to cut the painting out of the frame, I'll need a few things to compare these marks with." speechtype="" character="Jessica" />	   
   			</conversation>
  		</sprite>   
  		<sprite id = "3">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: The marks match perfectly with the ones on the statue!" speechtype="" character="Jessica" />
    			<dialog id="1" dialogtext="Mort: I think we've nabbed our painting thief! Let's go have a chat with Shawn Haley." speechtype="" character="Mort" />	   
   			</conversation>
  		</sprite> 
		<sprite id = "4">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I think I have something to compare the marks on this frame with." speechtype="" character="Jessica" />	   
   			</conversation>	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="I need something to compare the marks on this frame with... I've seen something very similar." speechtype="" character="Jessica" />	   
   			</conversation>   	   
  		</sprite>  	        	   
 	</level>	   
 	<level id="P9">	   
  		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Take the statue apart by clicking on pieces with matching symbols on them." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>
  		<sprite id = "1">	   
   			<conversation id="0" >	   
   			<!-- intro message -->
    			<dialog id="0" dialogtext="Jessica: This looks like a hastily put together work. I wonder what the symbols mean." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>
  		<sprite id = "2">	   
   			<conversation id="0" >	 
   			<!-- final message -->  
    			<dialog id="0" dialogtext="Mort: There's blood on this! Is this the chisel that is missing from Shawn's set?" speechtype="" character="Mort" />   	   
   			</conversation>	   
  		</sprite>
  		<sprite id = "3">	   
   			<conversation id="0" >	 
   			<!-- code use destination messeages -->  
    			<dialog id="0" dialogtext="Maybe I should follow the sequence I found on that slip of paper." speechtype="" character="Mort" />   	   
   			</conversation>
   			<conversation id="1" >
    			<dialog id="0" dialogtext="There must be some kind of sequence that I need to follow here." speechtype="" character="Mort" />   	   
   			</conversation>	   
  		</sprite>             	   
 	</level>	   
 	<level id="P10">	   
  		<sprite id = "0">	   
			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Arrange the broken glass pieces in the right positions to find out where the thief got cut." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>    
  		<sprite id = "1">	   
		<!-- Window Jigsaw puzzle -->	   
		<!-- With Glass -->
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: If I can find out where in the window this piece originated from then I can tell where the thief got cut!" speechtype="" character="Jessica" />   	    
			</conversation>	 
		<!-- Without Glass -->
			<conversation id="1" >	      	    
				<dialog id="0" dialogtext="Jessica: I wonder if the thief got through this broken window unscathed..." speechtype="" character="Jessica" /> 
			</conversation>	 
		<!-- After Activity -->
			<conversation id="2" >	      	    
				<dialog id="0" dialogtext="Jessica: Our thief should be limping on his right foot, since the position of this indicates he got a rather mean cut on his left." speechtype="" character="Jessica" /> 
				<dialog id="1" dialogtext="Mort: Let's see which of our suspects fits the profile." speechtype="" character="Mort" /> 
			</conversation>	 
		</sprite>    	   
 	</level> 
 	
 	<level id="P11">
 		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Flip the switches in the right combination to turn all the green lights red." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>   	        	   
 	</level>  	   
 	
 	<level id="P12">
 		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Click on the keys with the finger prints on them starting from the darkest to the lightest." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>  
  		<sprite id = "1">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Didn't Maddy say that the password to the computer is the same as the password to the safe at the Lodge? I'll note this down." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite> 	        	   
 	</level> 
 	
 	<level id="P13">
 		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Arrange the bottles in the right shelves based on the properties specified on each shelf." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>  	   
  		<sprite id = "1">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="If I compare the bottle I have with the ones on the shelves, maybe I can tell what kind of medicine Daniel was taking." speechtype="" character="Jessica" />   	   
   			</conversation>	   
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="I think that these bottles aren't in their right shelves... one of them is missing." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>        
  		
  		<sprite id = "2">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: So Daniel was taking medications for his heart! I wonder if anyone other than Ted knew about this..." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>           
 	</level>  
 	<level id = "P14">
 	<sprite id = "0">	   
   	<!-- help text -->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Adjust the abacus to solve this addition puzzle grid." speechtype="" character="Puzzle" />
   		</conversation>      	   
    </sprite>
    </level> 
 	<level id="P15">	   
  		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Match each dolphin emblem to its clover counterpart to count up the votes." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>  
  		<sprite id = "1">	   
		<!-- On solving Puzzle -->	   
			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: I see! So someone tampered with the vote after all! But why is it that Ted's name isn't included in this list of voters?" speechtype="" character="Jessica" />   	    
				<dialog id="1" dialogtext="Vern: Ted was kicked out of the Lodge shortly before the election for joining a discussion outside the Lodge about whether our treasurer has been nicking the chapter funds." speechtype="" character="Vern" />
				<dialog id="2" dialogtext="Jessica: Hm... yet another controversy surfaces." speechtype="" character="Jessica" />
			</conversation>	  
		</sprite>      	   
 	</level> 	      	
    <level id = "P16">
    
 		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Place the tool box on the counter. Find tools in the shelf that match with the ones in the tool box." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>  	
  		
  		<sprite id = "1">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the tools from the lodge that I can use to compare with the ones on the shelf." speechtype="" character="Jessica" />   	   
   			</conversation>	   
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="I'll need some tools from the lodge to compare with the ones on the shelf." speechtype="" character="Jessica" />   	   
   			</conversation>	 
  		</sprite>          	   
 
 	<sprite id = "2">	   
   		<!-- Tool box puzzle complete Message -->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="Rick: There, you see? I don't supply any of these brands. They must belong to Greenley's." speechtype="" character="Rick" />
				<dialog id="1" dialogtext="Jessica: The Sheriff was just jumping to conclusions as usual." speechtype="" character="Jessica" />	   
				<dialog id="2" dialogtext="Mort: This means that Rick wasn't anywhere near the scene of the crime, just as he claimed. And I was so sure too!" speechtype="" character="Mort" />	   	   
   			</conversation>      	   
    </sprite>	
    </level> 
    
    <level id = "P17">
    <sprite id = "0">	   
   		<!-- Tool box puzzle complete Message -->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="Find unique sets of 3 papers each by comparing the symbols on them. Compare the symbols based on their color, shape and texture." speechtype="" character="Puzzle" />
			</conversation>	
	</sprite>
 	<sprite id = "1">	   
   		<!-- Tool box puzzle complete Message -->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: This looks like a discussion on the contracting bids for the rewiring work." speechtype="" character="Jessica" />
				<dialog id="1" dialogtext="Rick: I printed these emails out from Daniel's computer. Funny thing is, the author of these mails wasn't Daniel or even Perley. It was Maddy! I suspect she was behind the decision to hire Greenley for the job!" speechtype="" character="Rick" />	   
				<dialog id="2" dialogtext="Jessica: To what end did she get involved, I wonder..." speechtype="" character="Jessica" />	   	   
   			</conversation>      	   
    </sprite>	
    </level>
    
    <level id = "P18">
    <sprite id = "0">	   
   		<!-- Help Text -->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Match the handwriting on the grocery list with the ones on the letters." speechtype="" character="Puzzle" />
		</conversation>      	   
    </sprite>	
    <sprite id = "1">	   
   		<!-- With Letters -->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="I have something I could compare this handwriting with." speechtype="" character="Jessica" />
		</conversation>	
		<!-- Without Letters -->	   
   		<conversation id="1" >	   
			<dialog id="0" dialogtext="This handwriting looks very familiar. I need to find something to compare it with." speechtype="" character="Jessica" />
		</conversation>
		<!-- After Puzzle -->	   
   		<conversation id="2" >	   
			<dialog id="0" dialogtext="Jessica : The writing on the grocery list matches with the love letter that Maddy got! This means Ted was the author of all those secret notes!" speechtype="" character="Jessica" />
		</conversation>		
	</sprite>
    </level>
	
	<level id = "P19">
 	<sprite id = "0">	   
   	<!-- help message -->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Move the fuse to the slot on the side by moving the blocks out of the way." speechtype="" character="Puzzle" />
   		</conversation>      	   
    </sprite>	
    </level>
	<level id = "P20">
 	<sprite id = "0">	   
   	<!-- help message -->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Turn the dials to the correct code and open the suitcase." speechtype="" character="Puzzle" />
   		</conversation>      	   
    </sprite>	
    </level>
    <level id = "P21">
 	<sprite id = "0">	   
   	<!-- help message -->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Find matches between the postcard and the photograph." speechtype="" character="Puzzle" />
   		</conversation>      	   
    </sprite>	
    <sprite id = "1">	   
   		<conversation id="0" >	   
    		<dialog id="0" dialogtext="Those mountains in the background look familiar. I should compare them to the postcard I found." speechtype="" character="Jessica" />   	   
   		</conversation>	   
   		<conversation id="1" >	   
    		<dialog id="0" dialogtext="Those mountains in the background look familiar." speechtype="" character="Jessica" />   	   
   		</conversation>	 
  	</sprite>     
    </level>
    <level id = "P22">
 	<sprite id = "0">	   
   	<!-- help message -->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Move the lock into a bracket to move it. The brackets only move in the direction of their surfaces. Move the red bracket into the blue receptacle to open the box." speechtype="" character="Puzzle" />
   		</conversation>      	   
    </sprite>	
    </level> 
    <level id = "P23">
 	<sprite id = "0">	   
   	<!-- help message-->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Use the clues to eliminate the student ID numbers that do not match with the required profile." speechtype="" character="Puzzle" />
   		</conversation>      	   
    </sprite>	
    <sprite id = "1">	   
   	<!-- help message-->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Jessica: Ian Christensen? What are the odds that he's a relation of our victim?" speechtype="" character="Puzzle" />
   		</conversation>      	   
    </sprite>	
    </level> 		
    <level id = "P24">
 	<sprite id = "0">	   
   	<!-- help message-->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Use the broken fragments to put together the trophy." speechtype="" character="Puzzle" />
   		</conversation>      	   
    </sprite>	
    <sprite id = "1">	   
   	<!-- help message-->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Jessica: This is the same as the trophy in the photo from Shamus's office!" speechtype="" character="Jessica" />
   		</conversation>      	   
    </sprite>
    <sprite id = "2">	   
   	<!-- tropy fragment destination message-->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="The trophy seems to be missing a couple of pieces. I think I have what it is missing." speechtype="" character="Jessica" />
   		</conversation>
   		<conversation id="1" >	   
			<dialog id="0" dialogtext="The trophy seems to be missing a couple of pieces." speechtype="" character="Jessica" />
   		</conversation>         	   
    </sprite>	
    </level> 		
    <level id = "P25">
 	<sprite id = "0">	   
   	<!-- help message-->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Spot the differences between the wardrobe in the photograph and the actual one." speechtype="" character="Puzzle" />
   		</conversation>      	   
    </sprite>	
    </level> 
    <level id = "P26">
 	<sprite id = "0">	   
   	<!-- help message-->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Use the clue to crack the picture code. Replace the pictures with alphabets from the dictionary." speechtype="" character="Puzzle" />
   		</conversation>      	   
    </sprite>	
    </level>
    <level id = "P27">
 	<sprite id = "0">	   
   	<!-- help message-->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Find words in the clipping that match with those in the photograph." speechtype="" character="Puzzle" />
   		</conversation>      	   
    </sprite>	
    </level> 		 				
    <level id = "P28">
 	<sprite id = "0">	   
   	<!-- help text -->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Arrange the photographs according to the time at which they were taken." speechtype="" character="Puzzle" />
   		</conversation>      	   
    </sprite>	
    	<sprite id = "1">	   
   		<!-- Nothing to do -->	   
   			<conversation id="0" >	   
				<dialog id="0" dialogtext="Jessica: It's Ian Christensen! So he was at the Library last night after all!" speechtype="" character="Jessica" />
   			</conversation>      	   
   		</sprite>
    </level> 
    <level id = "P29">
 	<sprite id = "0">	   
   	<!-- help text -->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Move the clippings and papers such that no two strings are overlapping." speechtype="" character="Puzzle" />
   		</conversation>      	   
    </sprite>	
    <sprite id = "1">	   
   	<!-- help text -->	   
   		<conversation id="0" >	   
			<dialog id="0" dialogtext="Jessica: These are clippings about well known forgery experts. I should compare these with the list I have and straighten them out to ease the inspector's suspicions!" speechtype="" character="Jessica" />
   		</conversation>      	   
    </sprite>	
    <sprite id = "2">	   
   		<conversation id="0" >	   
    		<dialog id="0" dialogtext="I can use the list I found to compare with these clippings." speechtype="" character="Jessica" />   	   
   		</conversation>	   
   		<conversation id="1" >	   
    		<dialog id="0" dialogtext="I need something to compare with these clippings." speechtype="" character="Jessica" />   	   
   		</conversation>	 
  	</sprite>  
    </level> 
    <level id="P30">	   
  		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Remove the paints using the paint solvents. Each solvent works on only one color of paint." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>        	  
  		<sprite id = "1">	   
   		<!-- paint solvents inv usage usage message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I can remove the paint using the paint solvents." speechtype="" character="Jessica" />	   
   			</conversation>	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="These paints can't be removed without paint solvent." speechtype="" character="Jessica" />	   
   			</conversation>           	   
    	</sprite>   
    	<sprite id = "2">	   
   		<!-- on completion on puzzle -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Well, well, well. It's the 'Portrait of A Garden'!" speechtype="" character="Jessica" />	   
   			</conversation>	     	   
    	</sprite>  
    	<sprite id = "3">	   
   		<!-- on completion on puzzle -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: There is something suspicious about this painting." speechtype="" character="Jessica" />	   
   			</conversation>	     	   
    	</sprite>   
 	</level> 	 
 	<level id="P31">	
 		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Use the paint in the saucer on the hanging drawing board. Connect the disjointed pipes to the T connector and turn the valves to match the formula. Use the paint brush to match the color obtained." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>
  		<sprite id = "1">	
    	<!-- after seeing box popup -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I can use this setup to mix a batch of paint the same color as Natalie uses." speechtype="" character="Jessica" />
   			</conversation>
    	</sprite>
    	<sprite id = "2">	   
   		<!-- Complete message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Ah! The paint that Natalie uses matches the sample from the murder scene perfectly!" speechtype="" character="Jessica" />
    			<dialog id="1" dialogtext="Jessica: We'll need to have a word with her." speechtype="" character="Jessica" />	   
   			</conversation>
    	</sprite> 
    	<sprite id = "3">	
    	<!-- after arranging all pipes -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: Now I should open the valves and mix the paint according to the mixing ratio I found." speechtype="" character="Jessica" />
   			</conversation>
    	</sprite>   
    	<sprite id = "4">	   
   		<!--paint fromula messages -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I can use the formula I found to mix the paints in the right quantity." speechtype="" character="Jessica" />    	   
   			</conversation>   	   
   			<conversation id="1" >    	   
    			<dialog id="0" dialogtext="Without a formula, I won't be able to mix the right shade of paint." speechtype="" character="Jessica" />	   
   			</conversation>     	   
    	</sprite> 	 
    	<sprite id = "5">	   
   		<!-- Reset message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I should follow the paint mixing ratios." speechtype="" character="Jessica" />	   
   			</conversation>
    	</sprite> 
    	<sprite id = "6">	
    	<!-- after using paint thinner want call this later -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I can check this color on the white board using a brush." speechtype="" character="Jessica" />
   			</conversation>
    	</sprite>   
    	<sprite id = "7">	
    	<!-- using paint formula on destination with out active -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: I'll need the complete formula in order to mix up this shade of paint." speechtype="" character="Jessica" />
   			</conversation>
    	</sprite>   
    	      
 	</level> 
 	<level id="P32">	
 		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Move the things and find what lies beneath them. Only the unobstructed objects can be moved." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>
    	<sprite id = "1">	   
   		<!-- Complete message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the item I need to take the paper." speechtype="" character="Jessica" />	   
   			</conversation>
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="I need something to pull the paper out." speechtype="" character="Jessica" />	   
   			</conversation>
    	</sprite>    
    	<sprite id = "2">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: The invoice is covered in fingerprints... the prints are the color of terracotta powder, used in sculpture!" speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>
  		<sprite id = "3">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: A set of footprints! And they're mismatched as well... My guess is that these prints were left by a woman in heels... And one of those heels must have snapped off!" speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>
  		<sprite id = "4">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="..." speechtype="" character="Jessica" />   	   
   			</conversation>	   
  		</sprite>
 	</level> 	 
 	<level id="P33">	
 		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Put the pieces of the torn card together to read the message." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>
    	<sprite id = "1">	   
   		<!-- Complete message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have a piece of this." speechtype="" character="Jessica" />	   
   			</conversation>
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="One of the pieces is missing." speechtype="" character="Jessica" />	   
   			</conversation>
    	</sprite>
    	<sprite id = "2">	   
   		<!-- Complete message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: The torn piece from the Gallery fits perfectly with these! Was Milton meeting Natalie at the Gallery last night? Hm... it seems there's still a lot to learn about the victim. " speechtype="" character="Jessica" />	   
   			</conversation>
    	</sprite>
 	</level> 	 
 	<level id="P34">	
 		<sprite id = "0">	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Arrange the books so that the images on their spines form a complete picture." speechtype="" character="Puzzle" />   	   
   			</conversation>	   
  		</sprite>
    	<sprite id = "1">	   
   		<!-- destination legal documents message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="I have the folder that is missing from the collection." speechtype="" character="Jessica" />	   
   			</conversation>
   			<conversation id="1" >	   
    			<dialog id="0" dialogtext="There is a folder missing from Sabrina's collection of legal case files." speechtype="" character="Jessica" />	   
   			</conversation>
    	</sprite>
    	<sprite id = "2">	   
   		<!-- after collecting heart inventory message -->	   
   			<conversation id="0" >	   
    			<dialog id="0" dialogtext="Jessica: So Odette Becker filed for a divorce from her husband! What could have been the cause? This looks like the key to Milton's diary - I should look there for more clues." speechtype="" character="Jessica" />	   
   			</conversation>
    	</sprite>
 	</level> 	 		 			    	   
</game>	  