IDS0202:{
:L0220001
\gCut(2)
\SceneChg(1,200,0,0,0,0,0)
:L0220002
\Speaker(002)
\Face(021,0,0,0)
\Voice(GA202001,3)
@1(
This is what the Elsior looks like.
The places in red are rooms that you can
visit.
@@)
\Speaker(002)
\Face(021,0,0,0)
\Voice(GA202002,3)
@1(
When you move the cursor over it, you can
see the name and a description of each 
room. Visit the room by clicking on it.
@@)
\Speaker(002)
\Face(021,0,0,0)
\Voice(GA202003,3)
@1(
On the ship, there are four blocks of A
through D. Click on the block listing in
the upper right to see a different one.
@@)
\Speaker(002)
\Face(021,0,0,0)
\Voice(GA202004,3)
@1(
In some rooms, somebody's face might be
displayed. That means that that person is
currently there.
@@)
\Speaker(002)
\Face(021,0,022,0)
\Voice(GA202005,3)
@1(
Would you like me to repeat that
explaination?
@@)
@(ss
\SelStart(0)
Let me hear it once more.
No, let's get going.
@)ss
[
flg0001 == 1
]{
\Speaker(001)
\Face(001,0,022,0)
@1(
No, there's no need.
I think I've got the hang of it.
@@)
\Speaker(001)
\Face(001,0,0,0)
@1(
Places I can visit are marked in red.
Aside from that, the Angel Wing's faces
mark the rooms that they're in.
@@)
\Speaker(001)
\Face(002,0,0,0)
@1(
Visiting the places marked with the face
icons might be best.
All right, let's go.
@@)
}
[
flg0000 == 1
]{
\Speaker(001)
\Face(012,0,022,0)
@1(
Sorry, could you explain it again?
@@)
\Speaker(002)
\Face(021,0,046,0)
\Voice(GA202006,3)
@1(
No problem.
Then, please listen carefully.
@@)
>L0220002
}
:L0220003
\BGM(0,020,3,1.0,0)
<9998->IDS3200
w004 = 2
<9998->IDS3003
w100 = 04
w098 = 2
\TimeSet(00:00)
w097 = 2
\TimeSet(12:00)
w010 = 41
\exit(1)
}/

