why is my text not changing? [please help]

When I start my game I press a button that suppose to change the text to somthing but its not changing
Why? Lines: 75-76

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class TCMain : MonoBehaviour {
	
	public Text text;
	public Text TB1;
	public Text TB2;
	public Text TB3;
	public Image imageGO;
	float timeLeft = 15f;

	public enum States {backstory, cell_1, scout_1, scout_2, talk_1, sleep_1, lock_1, blood_1, talk_2};
	public States myState;
	
	void Start () {
		myState = States.backstory;
	}
	
	public void Update () {	
	if (myState == States.backstory) {
			timeLeft -= Time.deltaTime;
		  if(timeLeft < 0) {
		myState = States.cell_1;
		timeLeft=4f;
	}
			state_backstory();	
	}else if (myState == States.cell_1) {
		state_cell_1();
	}else if (myState == States.sleep_1) {
		state_sleep_1();
	}else if (myState == States.talk_1) {
		timeLeft -= Time.deltaTime;
		  if(timeLeft < 0) {
		myState = States.talk_2;
	}
		state_talk_1();
	}else if (myState == States.scout_1) {
		timeLeft -= Time.deltaTime;
		  if(timeLeft < 0) {
		myState = States.scout_2;
	}	
		state_scout_1();
	}else if (myState == States.scout_2) {
		state_scout_2();
	}else if (myState == States.lock_1) {
		state_lock_1();
	}else if (myState == States.blood_1) {
		state_blood_1();
    }else if (myState == States.talk_2) {
    	state_talk_2();
    }
 }
  
	 void state_backstory () {
		text.text="You wake up in an odd bed, you quickly realize that you are in a prison cell." +
			      "You try to remember what you did that caused your arrest. But you could not recall a thing." +
				  "You try to remember who you even are, but you couldn’t, no matter how hard you tried.";
		}
	
	 void state_cell_1 () {
		text.text="You hear people whom you assume are guards outside the room. what will you do?";
		TB1.text="Go to sleep, maybe you just need a rest and you’ll remember?";
		TB2.text="Ask the guards why you’re there";
		TB3.text="Scout the room maybe you could find some clues?";	      
	}

	public void state_pass () {
		state_sleep_1();
	}
	
	 void state_sleep_1 () {
		TB1.text="";
		text.text="A day passes...";
		Day_2();
	}
	
	public void state_talk_1 () {
		text.text="You ask the guards why you’re there.

" +
"They laugh at you… it seems this isn’t going anywhere.
";
}

	void state_talk_2 () {
		text.text="The guards leave, now that you’re on your own, what should you do?

" +
"V.Scout the room, if the guards won’t give you answers you’ll get ‘em yourself!
" +
“L.Try and pick the lock”;

		if (Input.GetKeyDown(KeyCode.V)) {
			myState = States.scout_1;
		}else if (Input.GetKeyDown(KeyCode.L)) {
			myState = States.lock_1;
		}
	}
	
	public void state_scout_1 () {
		text.text="You look around the room…

";
}

	void state_scout_2 () {
		text.text="You look around the room…

You see some writing on the wall:”it never ends” and some scratches counting up to 20.";

		if (Input.GetKeyDown(KeyCode.V)) {
			myState = States.blood_1;
		}else if (Input.GetKeyDown(KeyCode.S)) {
			myState = States.scout_1;
		}
	}
	
	void state_lock_1 () {
		SceneManager.LoadScene("Lock");
				  
	}
	
	void state_blood_1 () {
		text.text="111";
	}
	
	
     void Day_2() {
		imageGO.sprite = Resources.Load<Sprite>("DayCounter2");
	}
}

Try checking if your enum is setting itself to the correct state or if any of the other states are are being called. You should use a series of debug.Logs so you can tell where things are not being called and where things are.