anchor.diff:            named: "Follow Jill", delay: const Duration(seconds: 1));
       });
   
  -    // Here we add a listener for if the player chooses, "Follow Jill". Now we
  -    // have two branches in this story line: if the player chooses "Follow Jill"
  -    // or if the player waits for 10 seconds instead. Stories can branch very
  -    // heavily.
       once("Follow Jill").then((_) async {
  -      // Here we use the canceller we mentioned earlier. The player picked an
  -      // option, so we cancel the event that was going to be emitted if the
  -      // player did nothing.
         jillBeatsJack.cancelled = true;
  -
         dialog.clear();
  -
  -      // Dialogs can have replies. Think of them like inline options for a
  -      // specific dialog. Replies can also be "modal," which means the player
  -      // must reply before doing anything else.
         dialog.add("So what do you want this water for anyway?",
             from: "Jill",
             to: "Jack",
             delay: const Duration(seconds: 3),
  -          replies: new Replies([
  -            "I don't know actually!",
  -            "I'm really thirsty. [not yet implemented]"
  -          ], modal: true));
  +          replies: new Replies(
  +              ["I don't know actually!", "I'm really thirsty. [not yet implemented]"],
  +              modal: true));
   
  -      // Some events need more criteria to be listened for than just a text
  -      // based identifier. For replies, we ues the dialog module to listen for
  -      // a specific one.
         dialog
             .onceReply(
                 reply: "I don't know actually!",
  
positive.code:       });
      });
  
      // Here is the final option from earlier, represented a third branch in the
      // story already.
      once("Try to run past Jill").then((_) {
        jillBeatsJack.cancelled = true;
  
  
negative.code:           .then((_) async {
          dialog.add("I'm alright, thanks.");
  
          await dialog.narrate("Jack brushes himself off, and continues up the hill.",
              delay: const Duration(seconds: 1));
  
          emit("Jill and Jack arrive at the top of the hill",
  