< Gameplay >
As the game is based around the simulation of memory recovery, it has some gameplay elements rather unlike other games.
This will explain the relevant terms in detail.

~ Regular Maps
These have monochrome and color variations. Here are the characteristics of each type.
- Monochrome: The scene as the protagonist first remembers it.
   Many parts are missing, and a low sort of buzzing sound plays.
   There are exits to other maps here, which can only be taken after fulfilling some requirement. (See Other Maps)
- Color: By examining a specific area of a monochrome map, you can switch to a more vivid scene.
   The screen has added color, and the music also changes.
   You can't go to other maps in this mode, but you can return to the monochrome version by checking the same area again.
   Color maps will have objects with white outlines. You can remember these distinctly by fulfilling certain requirements. (See Unclear Parts)

~ Other Maps
- Transition Map: A passageway between regular maps.
   You will find obstacles which use up your gauge in these areas. (See Gauge and Obstacles)
- Shred Map: Similar to a transition map, but notable for containing a Shred of Memory. (See Shreds of Memory)

~ Moving to Other Maps
There are rectangular switches on the walls of monochrome maps that take you to other maps. Here are the types.
- White: Makes a metallic sound when checked. Will not yet take you to another map.
- Red: White switches will eventually turn red upon certain requirements, which can be finding a Shred of Memory, recalling a certain thing, or having a certain amount of gauge left.
   Check a red switch to create a white line from it. Check again to travel to another map.
- Red (White Inside): If a switch leads to a Shred of Memory, it changes to this after the Shred is obtained.
   Effectively, it's a sign that there's no longer any reason to go that way, as it's a dead end.
Note: One gauge unit is used when changing maps.

~ Save Points
You can save the game from the Escape menu anywhere but Sian's room.

~ Shreds of Memory
Necessary tools to define certain unclear areas of the color maps. (Items, basically.)
Obtaining these can bring back memories and allow access to new maps.
Also, obtaining a Shred adds one unit to your gauge's maximum.
Finding Shreds and making your way to new maps is the key to progress.

~ Gauge
Displayed on the right side of the screen.
It represents how much duress the protagonist can handle, and goes down by one unit when changing maps or breaking through glass walls.
When it empties, the protagonist starts to get a headache, and the call ends. It is refilled to its maximum upon a new call.
Collecting Shreds of Memory increases the gauge's maximum by one unit.

~ Unclear Parts
In the color versions of maps, there will be objects displayed as white outlines.
Some will become clear when simply examined, while others make a metallic sound.
Those of the latter type can become definable by obtaining the appropriate Shred of Memory.

~ Obstacles
Transition maps and shred maps may contain glass walls. Breaking them reduces the gauge by one unit.
Memories that are hard to recall will have many glass walls in the way.

~ Rest Areas
Some appear when your gauge is very low, and some are always visible.
They show up as white ovals in transition or shred maps.
Check one and answer "Yes" to take a break and refill the gauge a specified amount.
You may sometimes need to lower the gauge on purpose to make a rest area appear.

Thus ends my explanation. But I'm sure there are parts you still don't understand.
I think you'll probably grasp it easily enough once you begin, so just try playing it, okay? *laughs*