These conditions build on what the reader has discovered: the characters they met and the inventory items they obtained. They give weight to findings — an item picked up early can open a door much later.

# Character unlocked

The choice is only offered if the reader has already met a given character (unlocked in their contacts). Parameter: the required character.

Example

You can only "Ask the witness for help" if you crossed paths earlier in the investigation. Readers who missed the encounter will have to find another way.

# Item unlocked

The choice is only offered if an inventory item has been discovered. Parameter: the required item. Combine it with its negation (NOT) to offer an alternative path to those who don't have it.

Example

The manor door only opens if the rusty key is in the inventory. Without it, there's still the cellar window — riskier.