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you can handle valid paths via Conditions (either assigned to the Input Pin of a Flow Object or with a Condition Node).
Example:
Fred is only allowed to talk to Henry, when he has the key to Henry's house. Simply create a Boolean Type in the Global Variables section like Gamestate.hasDoorKey. Now you can check if this condition is true or false. If Fred has found the key, your Journey will take the path into the house. If not, it will go on, until he finally found the key.
You can find more detailed information about Conditions and Instructions here: http://www.nevigo.com/help/Scripting_Conditions_Instructions.html
I hope I've got you right at this point? Otherwise please let me know.
Cheers,
-Martin