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
# 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
# GPS zone (on location)
Put it on a forced-progression link: the reader auto-advances to the target step when they enter (or leave) a geographic area — a point on the map + a radius. Proximity is computed on the reader's device; their position is never sent to the server. GPS tracking only starts on a step that carries such a zone (no permanent tracking). Pair it with a GPS event (which sends an email, later plays audio…) when you want an action without changing step.