// first conversation with Elisabeth.
    npc.add(ConversationStates.IDLE, 
        ConversationPhrases.GREETING_MESSAGES, 
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestNotStartedCondition(QUEST_SLOT), new QuestNotInStateCondition(QUEST_SLOT, "rejected")),
        ConversationStates.ATTENDING, 
        "I can't remember when I smelt the good taste of #chocolate the last time...",
        null);
    
    npc.addReply("chocolate", "My mom told me, that chocolate can be found in an assassin school, which is quite #dangerous. She said also that someone sells it in Ados...");
    
    npc.addReply("dangerous", "Some bandits wait on the road to the school and assassins guard the way there, so mom and I have to stay in Kirdneh because it's safe here...");
    
    // player is supposed to speak to mummy now
    npc.add(ConversationStates.IDLE, 
        ConversationPhrases.GREETING_MESSAGES, 
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "start"), new PlayerHasItemWithHimCondition("chocolate bar")),
        ConversationStates.IDLE, 
        "My mum wants to know who I was asking for chocolate from now :(",
        null);
    
    // player didn't get chocolate, meanie
    npc.add(ConversationStates.IDLE, 
        ConversationPhrases.GREETING_MESSAGES, 
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "start"), new NotCondition(new PlayerHasItemWithHimCondition("chocolate bar"))),
        ConversationStates.ATTENDING, 
        "I hope that someone will bring me some chocolate soon...:(",
        null);
    
    // player got chocolate and spoke to mummy
    npc.add(ConversationStates.IDLE, 
        ConversationPhrases.GREETING_MESSAGES, 
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "mummy"), new PlayerHasItemWithHimCondition("chocolate bar")),
        ConversationStates.QUESTION_1, 
        "Awesome! Is that chocolate for me?",
        null);
    
    // player spoke to mummy and hasn't got chocolate
    npc.add(ConversationStates.IDLE, 
        ConversationPhrases.GREETING_MESSAGES, 
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "mummy"), new NotCondition(new PlayerHasItemWithHimCondition("chocolate bar"))),
        ConversationStates.ATTENDING, 
        "I hope that someone will bring me some chocolate soon...:(",
        null);
    
    // player is in another state like eating 
    npc.add(ConversationStates.IDLE, 
        ConversationPhrases.GREETING_MESSAGES, 
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestStartedCondition(QUEST_SLOT), new QuestNotInStateCondition(QUEST_SLOT, "start"), new QuestNotInStateCondition(QUEST_SLOT, "mummy")),
        ConversationStates.ATTENDING, 
        "Hello.",
        null);
    
    // player rejected quest
    npc.add(ConversationStates.IDLE, 
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "rejected")),
        ConversationStates.ATTENDING, 
        "Hello.",
        null);
    
    // player asks about quest for first time (or rejected)
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES, 
        new QuestNotStartedCondition(QUEST_SLOT),
        ConversationStates.QUEST_OFFERED, 
        "I would really love to have some chocolate. I'd like one bar, please. A dark brown one or a sweet white one or some with flakes. Will you get me one?",
        null);
    
    // shouldn't happen