<!-- Example Dialogue -->
<!-- All files must have `DialogueTree` as the root element, the xmlns:xsi=... and xsi:noNamespaceSchemaLocation=... is optional but provides improved error checking if your editor supports it -->
<DialogueTree xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
                  xsi:noNamespaceSchemaLocation="https://raw.githubusercontent.com/Outer-Wilds-New-Horizons/new-horizons/main/NewHorizons/Schemas/dialogue_schema.xsd">
	<NameField>The Scientist</NameField>
	<!-- The name of this character -->

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>Start</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<EntryCondition>DEFAULT</EntryCondition>
		<!-- The condition that must be met for this node to be reached; A file should always have a node with "DEFAULT" -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>What an incredible species you are, and what an incredible language you speak. Am I speaking your language right and do you understand me clearly?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<RevealFacts>
			<FactID>NEWSIM_SCIENTIST_CLONE</FactID>
		</RevealFacts>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>I can hear you clearly!</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>A1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<!-- A few more options... -->
			<DialogueOption>
				<Text>Could you speak up a little more?</Text>
				<DialogueTarget>A2</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>Aren't you going to snap my neck?</Text>
				<DialogueTarget>A3</DialogueTarget>
			</DialogueOption>

		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- Another node -->
		<Name>A1</Name>
		<!-- Name of the node -->
		<!-- (Note the lack of an EntryCondition) -->
		<Dialogue>
			<Page>Wonderful!</Page>
		</Dialogue>
		<DialogueTarget>StartQuestions</DialogueTarget>
	</DialogueNode>

	<DialogueNode>
		<!-- Another node -->
		<Name>A2</Name>
		<!-- Name of the node -->
		<!-- (Note the lack of an EntryCondition) -->
		<Dialogue>
			<Page>OK HOW DOES THIS SOUND?</Page>
		</Dialogue>

		<DialogueOptionsList>
			<DialogueOption>
				<Text>PERFECT!</Text>
				<DialogueTarget>AA1</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>Too loud!</Text>
				<DialogueTarget>AA2</DialogueTarget>
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- Another node -->
		<Name>AA1</Name>
		<!-- Name of the node -->
		<!-- (Note the lack of an EntryCondition) -->
		<Dialogue>
			<Page>*AHEM* I can't talk that loudly without messing up my throat, so you're going to just have to listen closely...</Page>
		</Dialogue>
		<DialogueTarget>StartQuestions</DialogueTarget>
	</DialogueNode>

	<DialogueNode>
		<!-- Another node -->
		<Name>AA2</Name>
		<!-- Name of the node -->
		<!-- (Note the lack of an EntryCondition) -->
		<Dialogue>
			<Page>*AHEM* OK then.</Page>
		</Dialogue>
		<DialogueTarget>StartQuestions</DialogueTarget>
	</DialogueNode>

	<DialogueNode>
		<!-- Another node -->
		<Name>A3</Name>
		<!-- Name of the node -->
		<!-- (Note the lack of an EntryCondition) -->
		<Dialogue>
			<Page>I'm not violent like the others, nor do I wish to prevent people from accessing archives like my kind is doing in this simulation. I do not wish to hurt you, but I do wish to learn from you.</Page>
		</Dialogue>
		<DialogueTarget>StartQuestions</DialogueTarget>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>StartQuestions</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>I can see you have a lot of questions for me. Tell me, what’s on your mind?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>

		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>How are you in here? I see you don't have an artifact.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>B1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<Text>Tell me more about you.</Text>
				<DialogueTarget>B2</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>Tell me about your family.</Text>
				<DialogueTarget>B3</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>What was your kind like before they found the Eye of the Universe?</Text>
				<DialogueTarget>B4</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<RequiredLogCondition>IP_SARCOPHAGUS_X4</RequiredLogCondition>
				<Text>Do you know the Prisoner? What were they like before the Eye of the Universe?</Text>
				<DialogueTarget>B5</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>Tell me more about life on the Stranger.</Text>
				<DialogueTarget>B6</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>You said you are a scientist, is that correct? What do you study?</Text>
				<DialogueTarget>B7</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>So you talk about a leader a lot. What is your system of government?</Text>
				<DialogueTarget>B8</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>Tell me more about Angler's Eye.</Text>
				<DialogueTarget>B9</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>Why do you like to write so much instead of making slide reels?</Text>
				<DialogueTarget>B0</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>Actually, I want to share my experiences with you instead.</Text>
				<DialogueTarget>StartPlayer</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>No thanks.</Text>
				<DialogueTarget>End</DialogueTarget>
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>StartQuestionsB</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Do you have any more questions for me?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>

		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>How are you in here? I see you don't have an artifact.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>B1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<Text>Tell me more about you.</Text>
				<DialogueTarget>B2</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>Tell me about your family.</Text>
				<DialogueTarget>B3</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>What was your kind like before they found the Eye of the Universe?</Text>
				<DialogueTarget>B4</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<RequiredLogCondition>IP_SARCOPHAGUS_X4</RequiredLogCondition>
				<Text>Do you know the Prisoner? What were they like before the Eye of the Universe?</Text>
				<DialogueTarget>B5</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>Tell me more about life on the Stranger.</Text>
				<DialogueTarget>B6</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>You said you are a scientist is that correct? What do you study?</Text>
				<DialogueTarget>B7</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>So you talk about a leader a lot. What is your system of government?</Text>
				<DialogueTarget>B8</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>What are the origins of the Angler's Eye?</Text>
				<DialogueTarget>B9</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>Why do you like to write so much instead of making slide reels?</Text>
				<DialogueTarget>B0</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>Actually, I want to share my experiences with you instead.</Text>
				<DialogueTarget>StartPlayer</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>No thanks.</Text>
				<DialogueTarget>End</DialogueTarget>
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- Another node -->
		<Name>B1</Name>
		<!-- Name of the node -->
		<!-- (Note the lack of an EntryCondition) -->
		<Dialogue>
			<Page>Unlike the rest here, my mind was uploaded. Therefore, I did not sleep to enter.</Page>
			<Page>I got uploaded before I left our ship to resume studying. I don't know whether I succeeded with the terraform, died on the way, stranded on that cloaked moon, or just plain failed.</Page>
			<Page>Although I may be just blocks of code, I'm still as alive as the "real" me once was.</Page>
		</Dialogue>
		<RevealFacts>
			<FactID>NEWSIM_SCIENTIST_CLONEINFO</FactID>
		</RevealFacts>
		<DialogueTarget>StartQuestionsB</DialogueTarget>
	</DialogueNode>

	<DialogueNode>
		<!-- Another node -->
		<Name>B2</Name>
		<!-- Name of the node -->
		<!-- (Note the lack of an EntryCondition) -->
		<Dialogue>
			<Page>I have never been too fond of my real name so if you must please call me "the Scientist".</Page>
			<Page>Before I left our ship, I was the head of the scientific committee. I was the first one to utilize green fire and invented the vision torch.</Page>
			<Page>I was however blindsighted by my leader's... ulterior motives. I was directly involved in the technology needed to directly build the ship.</Page>
			<Page>I didn't want to tear down our home planet, but it was his orders. He made me build that ship regardless of how unhealthy conditions were.</Page>
			<Page>When I left, I put my assistant in charge because I could not deal with the shame I felt. The committee thought I died in the crash, and didn't bother checking.</Page>
			<Page>And then, the simulation, this fake delusion we are all trapped in was built. I would never have approved of this prison.</Page>
			<Page>All just another futile attempt to fix a mistake I warned them about.</Page>
		</Dialogue>
		<RevealFacts>
			<FactID>NEWSIM_SCIENTIST_BIO</FactID>
		</RevealFacts>
		<DialogueTarget>StartQuestionsB</DialogueTarget>
	</DialogueNode>

	<DialogueNode>
		<!-- Another node -->
		<Name>B3</Name>
		<!-- Name of the node -->
		<!-- (Note the lack of an EntryCondition) -->
		<Dialogue>
			<Page>Ah yes, my family. There were four of us. Me, my wife, my son, and my infant daughter.</Page>
			<Page>Our youngest was born on the ship, but due to lack of nutrients and poor atmosphere, she passed away only a week later.</Page>
			<Page>&lt;size=20&gt;It was devastating...&lt;/size&gt;</Page>
			<Page>We decided that the ship was no longer safe for us, so we had to give terraforming a shot.</Page>
			<Page>We landed on the cloaked moon, far from our ship, but like a disease, it followed. Our son also didn't make it.</Page>
			<Page>We decided then and there that the only hope for us was to resurrect the husk of our old home; our home moon.</Page>
		</Dialogue>
		<RevealFacts>
			<FactID>NEWSIM_SCIENTIST_FAMILY</FactID>
		</RevealFacts>
		<DialogueTarget>StartQuestionsB</DialogueTarget>
	</DialogueNode>

	<DialogueNode>
		<!-- Another node -->
		<Name>B4</Name>
		<!-- Name of the node -->
		<!-- (Note the lack of an EntryCondition) -->
		<Dialogue>
			<Page>My kind had a deep connection with nature, so we tried to take it with us on our voyage.</Page>
			<Page>Before we found that vortex in the sky, which you have called the "Eye of the Universe", we lived very simple and pleasant lives.</Page>
			<Page>We lived peacefully under the Ringed Giant, rafting its rivers, counting the stars, enjoying the simple pleasures of life.</Page>
			<Page>Some of us had hobbies; building furniture, playing board games, music, and even fishing.</Page>
			<Page>Most of my kind was very spiritual, some even worshipping idols and making sacrifices to ancient, now long forgotten gods.</Page>
			<Page>I was one of the few individuals who didn't care for worship, in fact my whole family was that way.</Page>
			<Page>It was only natural for my kind to sacrifice the planet to reach the "Eye of the Universe". After all that, we were never the same. No more gods, no more faith.</Page>
		</Dialogue>
		<RevealFacts>
			<FactID>NEWSIM_SCIENTIST_EOTP</FactID>
		</RevealFacts>
		<DialogueTarget>StartQuestionsB</DialogueTarget>
	</DialogueNode>

	<DialogueNode>
		<!-- Another node -->
		<Name>B5</Name>
		<!-- Name of the node -->
		<!-- (Note the lack of an EntryCondition) -->
		<Dialogue>
			<Page>The one locked down underground? We once knew each other but we had a... falling out. I don't like talking about it.</Page>
			<Page>The time on the Stranger really made him go insane! He became so hopeless about losing home that he deactivated the Signal Blocker.</Page>
			<Page>When he scanned The Eye... what he saw drove him to obsession. He thought it would end our suffering and reset the universe.</Page>
			<Page>The problem is, there's probably many other lifeforms out there. Why must we end their lives because we suffered? It is simply not yet time to activate The Vortex.</Page>
			<Page>However, despite his obsessions, I do wish for the times we had before.</Page>
			<Page>Anyway let’s change the topic before I start getting all emotional.</Page>
		</Dialogue>
		<RevealFacts>
			<FactID>NEWSIM_SCIENTIST_PRISONER</FactID>
		</RevealFacts>
		<DialogueTarget>StartQuestionsB</DialogueTarget>
	</DialogueNode>

	<DialogueNode>
		<!-- Another node -->
		<Name>B6</Name>
		<!-- Name of the node -->
		<!-- (Note the lack of an EntryCondition) -->
		<Dialogue>
			<Page>This "Stranger" you speak of, do you mean our ship? That wretched place was awful.</Page>
			<Page>We started our voyage with 55 crew members. Many others were lost, including a popular singer. </Page>
			<Page>When we arrived, 20 died excluding my wife and I, while the other 33 remain trapped here in this simulation.</Page>
			<Page>We made a memorial at the bottom of a well, but we don't like to remember those painful memories.</Page>
			<Page>The death wasn’t the only toll it took on us. No animals lived till the ship was built and the trip was expected to take way less time than it did so by the time we arrived we barely had any food left.</Page>
			<Page>All those factors meant children could not grow. My two beautiful children died due to the incompetence of our leader.</Page>
			<Page>He knew we didn’t have the technology to do this the ability to play god like we did.</Page>
			<Page>Plenty of my kind have even taken their own lives due to this madness or starved to death due to lack of food. All while our leader said it was a "necessary sacrifice".</Page>
			<Page>When I came back, I was even more horrified to see what happened next. I saw all the burned reels, the burnt codes, and all my dead friends lying dead around an eerie, green fire.</Page>
			<Page>I then discovered this digital prison, and was disturbed to see my friends here......alive...</Page>
			<Page>So I coded in this whole area, and added an archive and a coma hall to ease the pains of the others, trapped here in this simulation for eternity.</Page>
			<Page>If only I was able to put a stop to it all...</Page>
		</Dialogue>
		<RevealFacts>
			<FactID>NEWSIM_SCIENTIST_STRANGERLIFE</FactID>
		</RevealFacts>
		<DialogueTarget>StartQuestionsB</DialogueTarget>
	</DialogueNode>

	<DialogueNode>
		<!-- Another node -->
		<Name>B7</Name>
		<!-- Name of the node -->
		<!-- (Note the lack of an EntryCondition) -->
		<Dialogue>
			<Page>I specify in the green fire technology that you see all around us, but we have always been more spiritual than scientific.</Page>
			<Page>Before the green fire technology, our kind didn't have much at all. We were basically primitive.</Page>
			<Page>And when we did discover green fire, our kind used them as an early way to communicate basic ideas though raw fire is very fuzzy.</Page>
			<Page>But then one day, my father discovered how to focus and use it effectively.</Page>
			<Page>And years later, I invented the Vision Torch, which then lead to the development of computers, telescopes, and this vision torch you see before you.</Page>
			<Page>A colleage of mine also discovered some crystals which give off electricity when lit up. A decade and some trial and error later we have the light sensors.</Page>
			<Page>Our ship's cloak is all natural resources we've mined from the cloaked moon. We didn't really have to configure it at all.</Page>
		</Dialogue>
		<RevealFacts>
			<FactID>NEWSIM_SCIENTIST_CLOAKSHIP</FactID>
		</RevealFacts>
		<DialogueTarget>StartQuestionsB</DialogueTarget>
	</DialogueNode>

	<DialogueNode>
		<!-- Another node -->
		<Name>B8</Name>
		<!-- Name of the node -->
		<!-- (Note the lack of an EntryCondition) -->
		<Dialogue>
			<Page>Well, we can actually have up to 11 leaders, but almost always, one leader is more powerful than the rest.</Page>
			<Page>Our most powerful leader usually wears yellow clothing, but his advisors who we deem "The Council" typically dress in red.</Page>
			<Page>Our hierarchy system was directly related to the color of clothing. It goes from top to bottom: yellow, red, blue, green, gray, brown and rugged. The wealthy often had jewelry.</Page>
			<Page>However, our leader was a tyrant since we found that vortex. He doesn't listen to his advisors and may even imprison those who defy him.</Page>
			<Page>Those who refused to board the ship to reach the vortex were left home to starve, including one of our famous singers. Leaving home was truly a terrifying day.</Page>
			<Page>If only I had the spinal column to warn him about building the ship. Maybe we wouldn’t be here now.</Page>
		</Dialogue>
		<RevealFacts>
			<FactID>NEWSIM_SCIENTIST_LEADER</FactID>
		</RevealFacts>
		<DialogueTarget>StartQuestionsB</DialogueTarget>
	</DialogueNode>

	<DialogueNode>
		<!-- Another node -->
		<Name>B9</Name>
		<!-- Name of the node -->
		<!-- (Note the lack of an EntryCondition) -->
		<Dialogue>
			<Page>Angler's Eye? If you're talking about the cloaked moon, then I like what you named it.</Page>
			<Page>When we discovered what the vortex would do to our universe, we went there to mine out minerals for our ship's cloak.</Page>
			<Page>We found it when we were scanning the other planets in your system, but we predicted the trajectory incorrectly.</Page>
			<Page>For the terraforming plan, I was told by the Council to check to see if our homeworld was able to be terraformed, but we ended up crashing into the cloaked moon on our way there.</Page>
			<Page>The crash happened due to our false assumptions about its orbit.</Page>
			<Page>As my time on the cloaked moon went on, I found out that it was an "evil twin" of the ghost moon. Instead of copying just the terrain, some of the properties from the planet get imbued into it.</Page>
			<Page>I've also noticed that when you hold one of the minerals of the planet when going into the hurricane, it will not harm you.</Page>
		</Dialogue>
		<RevealFacts>
			<FactID>NEWSIM_SCIENTIST_ANGLERSEYE</FactID>
		</RevealFacts>
		<DialogueTarget>StartQuestionsB</DialogueTarget>
	</DialogueNode>

	<DialogueNode>
		<!-- Another node -->
		<Name>B0</Name>
		<!-- Name of the node -->
		<!-- (Note the lack of an EntryCondition) -->
		<Dialogue>
			<Page>Unlike most of my kind I've never been all too great at art. Never my skill set. I always like something more... tangible. Also slide reels are kind of clunky, too.</Page>
		</Dialogue>
		<DialogueTarget>StartQuestionsB</DialogueTarget>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>StartPlayer</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>A bit rude but sure, what happened after we entered this eternal sleep?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>

		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>So first there were this species called The Nomai...</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>C1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<Text>That icy planet Angler's Eye orbited? It's now Dark Bramble.</Text>
				<DialogueTarget>C2</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<RequiredLogCondition>IP_SARCOPHAGUS_X4</RequiredLogCondition>
				<Text>I've met The Prisoner.</Text>
				<DialogueTarget>C3</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<RequiredLogCondition>DARKER_BASE_E</RequiredLogCondition>
				<Text>I've managed to make it into the hurricane on Angler's Eye.</Text>
				<DialogueTarget>C4</DialogueTarget>
			</DialogueOption>

			<!--<DialogueOption>
				<RequiredLogCondition>HOME_REVEAL</RequiredLogCondition>
				<Text>Your terraform plan succeeded!</Text>
				<DialogueTarget>C5</DialogueTarget>
			</DialogueOption>-->

			<DialogueOption>
				<Text>Never mind, I actually have some questions.</Text>
				<DialogueTarget>StartQuestions</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>Never mind, I don't want to talk at all.</Text>
				<DialogueTarget>End</DialogueTarget>
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>StartPlayerB</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Anything else you know that you can share?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>

		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>So first there were this species called The Nomai...</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>C1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<Text>That icy planet Angler's Eye orbited? It's now Dark Bramble.</Text>
				<DialogueTarget>C2</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<RequiredLogCondition>IP_SARCOPHAGUS_X4</RequiredLogCondition>
				<Text>I've met The Prisoner.</Text>
				<DialogueTarget>C3</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<RequiredLogCondition>DARKER_BASE_E</RequiredLogCondition>
				<Text>I've managed to make it into the hurricane on Angler's Eye.</Text>
				<DialogueTarget>C4</DialogueTarget>
			</DialogueOption>

			<!--<DialogueOption>
				<RequiredLogCondition>HOME_REVEAL</RequiredLogCondition>
				<Text>Your terraform plan succeeded!</Text>
				<DialogueTarget>C5</DialogueTarget>
			</DialogueOption>-->

			<DialogueOption>
				<Text>Never mind, I actually have some questions.</Text>
				<DialogueTarget>StartQuestions</DialogueTarget>
			</DialogueOption>

			<DialogueOption>
				<Text>Never mind, I don't want to talk at all.</Text>
				<DialogueTarget>End</DialogueTarget>
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>C2</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Is Dark Bramble what you call the last stage of the infection? It seems fitting.</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueTarget>StartPlayerB</DialogueTarget>
	</DialogueNode>
	
	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>C1</Name>
		<!-- The name of this node, used to go to this node from another node -->

		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Nomai? What were they like?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>

		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>They were about my height, had fur, and 3 eyes.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>NOM_1</Name>
		<!-- The name of this node, used to go to this node from another node -->

		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Fur? How strange. What can you tell me about them?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>

		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->

			<DialogueOption>
				<!-- A single option the player can pick -->
				<!-- make it the entry for learning about the vessel (like the BH mural or seeing the thing itself)-->
				<Text>I can tell you where they came from.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>Nom_Ves_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>I can tell you what they did.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Actions_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<RequiredLogCondition>COMET_INTERIOR_X3</RequiredLogCondition>
				<!-- A single option the player can pick -->
				<Text>I can tell you how they died.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Death_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>They wrote everywhere just like you.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Writing_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>That's all I know</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_End</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>Nom_Ves_1</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Wow, how did it get here?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>They got a signal from the Eye of the Universe.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>Nom_Ves_2</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>Nom_Ves_2</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Really? I thought we silenced that bomb!</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<RequiredLogCondition>IP_SARCOPHAGUS_X4</RequiredLogCondition>
				<Text>You did, but they got the signal from the moment the Prisoner let it free.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>Nom_Ves_3</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>I am unsure about how they got it too.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>Nom_Ves_3b</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>Nom_Ves_3</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Ah... that fool... So, what happened to them? Seeing as you are here, they seem to have not found it.</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<RequiredLogCondition>DB_VESSEL_X6</RequiredLogCondition>
				<Text>Their leader, Escall was too hasty in his decision to warp and never let anyone know where he was going. They crashed in Dark Bramble which grew significantly since you last saw it.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>Nom_Ves_4</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>I am unsure of the details. All I know is they came from 2 Escape Pods on Brittle Hollow and Ember Twin.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>Nom_Ves_4b</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>Nom_Ves_3b</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Ah a shame. Let me know if you do. So, what happened to them? Seeing as you are here, they seem to have not found it.</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<RequiredLogCondition>DB_VESSEL_X6</RequiredLogCondition>
				<Text>Their leader, Escall was too hasty in his decision to warp and never let anyone know where he was going. They crashed in Dark Bramble which grew significantly since you last saw it.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>Nom_Ves_4</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>I am unsure of the details. All I know is they came from 2 Escape Pods on Brittle Hollow and Ember Twin.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>Nom_Ves_4b</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>Nom_Ves_4</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Is Dark Bramble what you call the last stage of the infection? It seems fitting. How did they escape from it? I predicted it would have been quite hard to navigate.</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>Three of the Escape Pods tried to escape but only two of them got out. They crashed on Brittle Hollow and Ember Twin.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>Nom_Ves_Dialuge_Branch_Path</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>Nom_Ves_4b</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>What a shame. Let me know if you find anything else.</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>I will.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>Nom_Ves_Dialuge_Branch_Pathb</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>Nom_Ves_Dialuge_Branch_Path</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Ah sorry to hear about that. What else can you say about these Nomai?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- make it the entry for learning about the vessel (like the BH mural or seeing the thing itself)-->
				<Text>I can tell you where they came from.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>Nom_Ves_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>I can tell you what they did.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Actions_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<RequiredLogCondition>COMET_INTERIOR_X3</RequiredLogCondition>
				<Text>I can tell how they died.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Death_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>They wrote everywhere just like you.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Writing_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>Thats all I know</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_End</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>Nom_Ves_Dialuge_Branch_Pathb</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Do you have any more information on the Nomai?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<!-- make it the entry for learning about the vessel (like the BH mural or seeing the thing itself)-->
				<Text>I can tell you where they came from.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>Nom_Ves_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>I can tell you what they did.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Actions_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<RequiredLogCondition>COMET_INTERIOR_X3</RequiredLogCondition>
				<Text>I can tell how they died.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Death_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>They wrote everywhere just like you.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Writing_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>Thats all I know</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_End</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>NOM_Actions_1</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Yes do tell me, what did they do when they arrived here?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>The Nomai crash landed here in pursuit of the Eye of the Universe and tried to find it. Because it wasn’t calling out anymore, they needed to make a new device to find it.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Actions_2</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>NOM_Actions_1b</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Ah so many fools looking for that bomb. So, what did they do? Fly out in space looking for it?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<RequiredLogCondition>TT_TIME_LOOP_DEVICE_R2</RequiredLogCondition>
				<Text>They decided to make this huge project they called the Ash Twin Project.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Actions_2</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>I don't know what their plan was to find it.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_End</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>NOM_Actions_2</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Really? How did it work?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<RequiredLogCondition>TT_TIME_LOOP_DEVICE_X3</RequiredLogCondition>
				<Text>The Nomai discovered a black hole pair with energy put into it would make it possible to go back in time but only sending information was deemed paradox free. They would send a probe out in a random direction and if it didn't find it, they would blow up the sun to make enough power to go back in time by 22 minutes.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Actions_3</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>I don't understand any of the inner workings, all I know is it involves time loops.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Actions_3b</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>NOM_Actions_3</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Blowing up the sun? That sounds a little extreme.</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<RequiredLogCondition>S_SUNSTATION_X2</RequiredLogCondition>
				<Text>Most Nomai agreed with you, but they went through with it regardless. The Sun Station was made to blow up the sun but ultimately failed.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Action_Branch_Path</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>NOM_Actions_3b</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Time loops? That sounds incredibly interesting. Let me know more when you find it.</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueTarget>Nom_Ves_Dialuge_Branch_Pathb</DialogueTarget>
		<!-- The name of the node to jump to -->
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>NOM_Action_Branch_Path</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Ah well good thing for that seeing as you would be dead if it didn't. So, what else can you tell me about Nomai?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<!-- make it the entry for learning about the Vessel (like the BH mural or seeing the thing itself)-->
				<Text>I can tell you where they came from.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>Nom_Ves_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>I can tell you what they did.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Actions_1b</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<RequiredLogCondition>COMET_INTERIOR_X3</RequiredLogCondition>
				<Text>I can tell how they died.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Death_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>They wrote everywhere just like you.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Writing_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>Thats all I know</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_End</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>NOM_Writing_1</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Really? What was their writing system like?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>They wrote in spirals with branching paths that other Nomai would add to.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Writing_2</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>NOM_Writing_2</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>I see! While we write in very different ways, we seem to be fond of that.</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>Why do you prefer to write instead of making slide reels?</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Writing_Branch_Path</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>NOM_Death_1</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Well then, how did they die?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>To a comet we've named "The Interloper", which contained a deadly, cold, and burning substance we called "Ghost Matter".</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Death_2</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>NOM_Death_2</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Ghost Matter? The way you describe it sounds similar to the elements I used to make the Vision Torch. I doubt it was sent by us or anyone on purpose, but I hypothesize that the comet is where the element can naturally be found.</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>Same elements? Our universe is truly an interesting place.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_End</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>NOM_Writing_Branch_Path</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Unlike most of my kind, I've never been all too great at art. Never my skill set. So, what else can you tell me about Nomai?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- make it the entry for learning about the vessel (like the BH mural or seeing the thing itself)-->
				<Text>I can tell you where they came from.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>Nom_Ves_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>I can tell you what they did.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Actions_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<RequiredLogCondition>COMET_INTERIOR_X3</RequiredLogCondition>
				<Text>I can tell how they died.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Death_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>They wrote everywhere just like you.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_Writing_1</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>

			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>Thats all I know</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>NOM_End</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>NOM_End</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Well if you find out anything else, let me know! I'm dying for more.</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>I will.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>StartPlayerB</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>C3</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>You must be talking about the one locked up below the lake. What was he like?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>He shared to me why he got imprisoned in the vault. After experiencing some kind of emotional catharsis. Once free he decided to extinguish his flame, free from the burden that it wasn't all in vain.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>PRISONER</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>PRISONER</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Well, he's probably glad he doesn't have to suffer anymore. Let’s move on from this topic please. He always brings up bad memories for me.</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueTarget>StartPlayerB</DialogueTarget>
		<!-- The name of the node to jump to -->
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>C4</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>I hope I was helping you. Tell me, what did I do in there?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<RequiredLogCondition>DARKER_BASE</RequiredLogCondition>
				<Text>You planted a Bramble seed to try and get home, and I made it inside. You built a base inside one of the dimensions.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>C41</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
			<RequiredLogCondition>DARKER_BASE_E</RequiredLogCondition>
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>You planted a Bramble seed to try and get home, and I made it inside. It's quite dark in there!</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>C42</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>C41</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>A base, huh? Good to know I made it that far into my plan.</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueTarget>C44</DialogueTarget>
		<!-- The name of the node to jump to -->
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>C42</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>No lights at all?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>No, there's some Anglerfish in there with lights.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>LIGHTS</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>LIGHTS</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>If I were you, I would have tried to find some sort of guidance. Listen for signals or use the Anglerfish lights, but don't get close to them!</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueTarget>C44</DialogueTarget>
		<!-- The name of the node to jump to -->
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>C44</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>But that's interesting I was able to utilize a Bramble Seed to try and travel back home to terraform it.</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueTarget>StartPlayer</DialogueTarget>
		<!-- The name of the node to jump to -->
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>C5</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>It worked? I can just imagine the beauty of our terraformed home! Is our species still around after those hundreds of thousands of years?</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>By some miracle, yes! I even met your descendant!</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>C51</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>C51</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>That's wonderful! I wish I could meet him, but I can't leave this place.</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueOptionsList>
			<!-- Show options the player can choose from when the character is done talking -->
			<DialogueOption>
				<!-- A single option the player can pick -->
				<RequiredLogCondition>VESSEL_VISION</RequiredLogCondition>
				<Text>Your descendants killed some Nomai because you thought they were a threat to your home.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>C52</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
			<DialogueOption>
				<!-- A single option the player can pick -->
				<RequiredLogCondition>NOM_Coords</RequiredLogCondition>
				<Text>I can bring him home to see you through a Nomai Vessel.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>C53</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
			<DialogueOption>
				<!-- A single option the player can pick -->
				<Text>I can try, but I don’t think my ship has the power to do it.</Text>
				<!-- The text to display for the option -->
				<DialogueTarget>StartPlayerB</DialogueTarget>
				<!-- The name of the node to jump to -->
			</DialogueOption>
		</DialogueOptionsList>
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>C52</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Oh my I am so sorry for their actions. If I were there, I would never have authorized such a plan. Or at least &lt;i&gt;I&lt;/i&gt; wouldn’t. Who knows what I went through during the redevelopment...</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueTarget>StartPlayerB</DialogueTarget>
		<!-- The name of the node to jump to -->
	</DialogueNode>

	<DialogueNode>
		<!-- A dialogue node is a set of pages displayed to the player optionally followed by options -->
		<Name>C53</Name>
		<!-- The name of this node, used to go to this node from another node -->
		<Dialogue>
			<!-- The actual dialogue we want to show the player -->
			<Page>Really? That'd mean the world to me!</Page>
			<!-- A single page of the dialogue -->
		</Dialogue>
		<DialogueTarget>StartPlayerB</DialogueTarget>
		<!-- The name of the node to jump to -->
	</DialogueNode>

	<DialogueNode>
		<!-- The end node -->
		<Name>End</Name>
		<Dialogue>
			<Page>It was nice meeting you. Good luck to you and your species on your space endeavors.</Page>
		</Dialogue>
		<!-- When a node doesn't have any options defined the dialogue box will close once the pages have been read -->
	</DialogueNode>
</DialogueTree>
