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//OVERARCHING FLAGS

//Town 0 - Lower Holds
(0,0) - 1 = intro dialog (INIT_STATE)
(0,1) - 1 = stepping out into the hallway (state 20)
(0,2) - 1 = torture chamber! (state 21)
(0,3) - 1 = skeleton encounter (state 22)
(0,4) - 1 = side chamber encounter (state 25)
(0,5) - 1 = brigdoor, starting door flag (brigdoor, BLOCK_MOVE)
(0,6) - 1 = brigdoor, SE door flag (brigdoor, BLOCK_MOVE)
(0,7) - 1 = brigdoor, NE door flag (brigdoor, BLOCK_MOVE)
(0,8) - 1 = brigdoor, NW door flag (brigdoor, BLOCK_MOVE)
(0,9) - 1 = brigdoor, torture chamber door flag (brigdoor, BLOCK_MOVE)
(0,10)- 1 = brigdoor, Chase's door flag (brigdoor, BLOCK_MOVE)
		-set to 1 in START_STATE of t0
(0,11)- x = timer for counting down until Chase's door opens
		-starts at 4, set in INIT_STATE
		-when it hits zero, door opens
(0,12)- 1 = killed Brigmaster Chase (specdrop, DEAD_STATE)
(0,13)- 1 = barriers (state 30/31/32/33)
	2 = dispelled the barriers, can do it again (state 31/33)
(0,14)- 1 = enter NW chamber, find zombie (state 35)
(0,15)- 1 = enter SE chamber, find zombie (state 40)
(0,16)-	1 = runebarrier trigger, west brig stairs
(0,17)-	1 = runebarrier trigger, east brig stairs
(0,18)-	1 = runebarrier trigger, west captain's storage
(0,19)-	1 = runebarrier trigger, east captain's storage
(0,20)- 1 = "How did you get here?" (dnode 11)
(0,21)- 1 = "Are you okay?" (dnode 12)
(0,22)- 1 = "I killed the ghost" (dnode 14)
(0,23)- 1 = read storeroom sign (specobj, state 49)
	2 = angry rats (state 50)
(0,24)- 1 = door flag for armory (first door, need key)
(0,25)- 1 = brigdoor, second door to armory (brigdoor, BLOCK_MOVE)
(0,26)- 1 = locked box of good equipment (lockbox)
(0,27)- 1 = set up trigger for drunk invis ghosts (t1, state 12)
	2 = defeated them all (START_STATE)
(0,28)- 1 = first dialog for drunken invis fight (INIT_STATE)
(0,29)- 1 = got message about un-dispellable barriers (state 70, door)

//Town 1 - Below Decks
(1,0) - 1 = intro dialog (INIT_STATE)
(1,1) - x = timer for being discovered (set in INIT, changed in START)
	2 = initial value
(1,2) - 1 = been discovered (state 20)
(1,3) - 1 = entered mess hall (state 25)
(1,4) - 1 = cook dialog (state 26)
(1,5) - 1 = w side skeleton (state 31)
(1,6) - 1 = se side skeleton (state 32)
(1,7) - 1 = ne side skeleton (state 33)
(1,8) - 1 = moving on down the hall (state 30)
(1,9) - 1 = SDF for guard room doors
(1,10)- 1 = runebarrier trigger, stairs to deck
(1,11)- 1 = guard encounter triggered (state 40)
(1,12)- 1 = nw crew encounter (state 45)
(1,13)- 1 = sw crew encounter (state 46)
(1,14)- 1 = se crew encounter (state 47)
(1,15)- 1 = ne crew encounter (state 48)
(1,16)- 1 = drank the soup (state 27, via specobj)
(1,17)- 1 = SDF for east trapped box in hallway
(1,18)- 1 = SDF for west locked box in hallway
(1,19)- 1 = entry flag for captain's chamber (t2, state 13)
	2 = got intro dialog for captain's chamber (INIT_STATE)
(1,20)- 1 = runebarrier trigger, captain's chamber
(1,21)- 1 = scratched out runes going down to cargo (state 60)
(1,22)- 1 = entered captain's chamber (state 65)
(1,23)- 1 = KILLED THE CAPTAIN!!! (captain DEAD_STATE)
	2 = trigger message from Samantha (START_STATE)
(1,24)- 1 = got captain's cabinet dialog & the key (state 70, specobj)
(1,25)- 1 = set up dialog for central hold (t2, state 14)
	2 = got intro dialog for center of ship (INIT_STATE)
(1,26)- 1 = set up dialog for captain's storage in t0 (state 13)
	2 = got dialog (t0, INIT_STATE)

//Town 2 - Deck
(2,0) - 1 = intro dialog (INIT_STATE)
(2,1) - 1 = opened doors to cargo hold (state 14)
(2,2) - 0 = skeleton horde inactive
	1 = skeleton horde active
	2 = skeleton horde de-activated by talking to Helmsman (dnode 17)
(2,3) - 1 = first skeleton respawn (START_STATE)
(2,4) - 1 = saw helmsman (state 40)
(2,5) - 1 = first triggered skeleton trap (state 30)
(2,6) - 1 = first try to talk to Helmsman (dnode 11)
(2,7) - 1 = Helmsman unlocks the door (dnode 17)
	2 = gotten door dialog (state 13)
(2,8) - 1 = spawn helmsman after captain is dead (START_STATE)
	2 = helmsman disappears (dnode 20)


//Town 3 - Camp

//Outdoors 0 - ???
(50,0)-	1 = seeing the boat, you have to swim (state 10)
(50,1)- 1 = step into the water (state 11)



<<< Special Items >>>

1 - Iron Key
	-obtained when you kill Brigmaster Chase
	-used to unlock the doors in the brig
2 - Bone Key
	-obtained when you kill The Captain
	-basically a master key


<<< Quests >>>