This is a sub-page of OMORI/Unused Text.
01_cutscenes_neighbors#
Aubrey was originally meant to stop you from visiting the other areas around the stump until the player had visited the Forest Playground.
#Area Block
message_0:
faceset: MainCharacters_DreamWorld
faceindex: 1
text: This isn't the way to the playground, silly!\aub
Kel would originally tell the player about the EQUIP menu when introducing Hector to Omori.
message_126:
faceset: MainCharacters_DreamWorld
faceindex: 16
text: \kel\}And just as a secret between you and me...\!<br>You can see him anytime by checking my EQUIP from the PLAYER MENU!
The cutscene introducing Mari and Basil was originally slightly longer. Messages 98 and 99 are used in the final game, message 100 is not.
message_98:
faceset: MainCharacter_Mari
faceindex: 6
text: Oh HERO, you know I'm just teasing.\!<br>You're so cute when you get all flustered!\mar
message_99:
faceset: MainCharacters_DreamWorld
faceindex: 40
text: ...\her
message_100:
faceset: MainCharacter_Mari
faceindex: 3
text: Hehehe...\mar
(Source: Eldomtom2)
01_map_whitespace#
Unused Mewo dialogue. Unclear where there would have been used.
message_409:
text: "\\n<MEWO>Meow?\\! (When is Mom coming back?)"
Originally, you could look at the laptop’s keyboard to get a quick reference on the game’s controls.
message_7:
text: "LOOK AT THE KEYBOARD"
Originally, you could also only interact with the laptop if facing it from the front. Attempting to interact with it from another side would give this message, which is used in the 2019 build.
message_12:
text: "You cannot use the laptop from this side."
Unused text placed in a "miscellaneous" section with the text for picking up the Shiny Knife. Trying to leave White Space without having the Shiny Knife has no text in the final game. Neither is there a time where the player receives a photo in White Space.
message_21:
text: "You can't leave without a weapon."
message_31:
text: "You got a BLURRY PHOTO."
(Source: Eldomtom2)
02_cutscenes_hideandseek#
The entirety of this file is unused.
# =========================================================================================
# Event: BATTLE BOOK
# =========================================================================================
message_0:
text: A book titled \c[4]ALL ABOUT BATTLES\c[0].\!<br>You should probably read this.
message_1:
text: Would you like to take a look?
message_2:
text: What chapter would you like to read?
# =========================================================================================
# Cutscene: HIDE AND SEEK
# =========================================================================================
message_10:
text:
(Source: Eldomtom2)
02_cutscenes_lostball#
Unused dialogue called by a commented out event, where Berly tells the player her lost ball is nearby.
message_39:
text: Sniff sniff...\! sniff sniff...\ber
message_40:
faceset: MainCharacters_DreamWorld
faceindex: 22
text: BERLY, please... I promise I took a shower today.\kel
message_41:
text: I smell...\! ...\! ...\! my \c[4]LOST BALL\c[0]!<br>\!I think.\ber
message_42:
faceset: MainCharacters_DreamWorld
faceindex: 28
text: You think?\kel
message_43:
text: It's somewhere nearby, I can just feel it!\!<br>You know the drill, turn this place upside down!\ber
Berly automatically picks up the lost ball in the final game.
message_31:
text: You found a \c[4]LOST BALL\c[0].
Unused dialogue apparently for a tutorial cutscene where Aubrey would tell the player to chop down roots with Omori.
# =========================================================================================
# Cutscene: OMORI's CUT TAG SKILL
# =========================================================================================
#Aubrey walks up to a root.
message_61:
faceset: MainCharacters_DreamWorld
faceindex: 0
text: There's a root here, but it looks like it can be cut down.\!<br>This looks like a job for you, OMORI!\aub
Unused dialogue from Mari. Note that the title doesn't describe the contents at all, and is perhaps a leftover from an even earlier version that was overwritten.
# =========================================================================================
# Cutscene: MARI FINDS THE BALL
# =========================================================================================
#TRIGGER: Enter Mari's Picnic
#MARI walks one step towards OMORI.
message_78:
faceset: MainCharacter_Mari
faceindex: 1
text: Oh, hi again, everyone!\!<br>I bet you're all tired from exploring \c[11]VAST FOREST\c[0].\mar
message_79:
faceset: MainCharacter_Mari
faceindex: 0
text: Why don't you grab some food from my picnic?\!<br>That'll fix you right up!\mar
#[OMORI examines Fruit Basket and heals.]
message_80:
faceset: MainCharacter_Mari
faceindex: 3
text: There, all better.\! Let me know if you need anything else.\mar
message_81:
faceset: MainCharacter_Mari
faceindex: 0
text: Oh, and if you ever get lost or aren't sure what to do, <br>just talk to me.\! I can help you get right back on track!\mar
(Source: Eldomtom2)
02_map_neighborsroom#
Another scrapped scene meant to teach the player about chopping down roots with Omori.
#- Omori's CUT Tag Skill
message_17:
faceset: MainCharacter_Basil
faceindex: 2
text: \basHuh? There's some roots in the way...\!<br>How did these get here?
message_18:
faceset: MainCharacters_DreamWorld
faceindex: 1
text: \aubNo worries, BASIL!\!<br>I bet this would be a cinch for OMORI to \c[1]CUT\c[0] out of the way!
message_19:
faceset: MainCharacters_DreamWorld
faceindex: 3
text: \aubCome on, OMORI!\! You can do it!
message_30:
faceset: MainCharacters_DreamWorld
faceindex: 3
text: \aubCome on, OMORI!\! You can do it!
Text that would have been used before looking through the keyhole into White Space on Two Days Left.
message_9:
text: You feel the presence of SOMETHING behind the door.\!<br>Look into the keyhole?
A leftover line from the scrapped "Haunted House" Black Space introduction sequence. Would have been displayed if the player tried to enter Neighbors' Room.
message_114:
faceset: MainCharacter_Mari
faceindex: 2
text: \marLet's go see the spooky house, OMORI!\! Don't be scared.\! We're all doing this together!
(Source: Eldomtom2)
03_cutscenes_basil#
An alternate version of Basil's dialogue if the player puts off putting back the photos in the photo album.
message_101:
faceset: MainCharacter_Basil
faceindex: 0
text: Aww... No problem.\!<br>Feel free to make yourself at home!\bas
Dialogue used in the demo if the player tried to climb the ladder to Otherworld without going to the train station first. Note that Kel's pet rock is named Hector here, as in the final game, while in the demo he is named Kevin, indicating this scene was not cut until some time after the demo's release.
# =========================================================================================
# Cutscene: Otherworld Ladder
# =========================================================================================
message_90:
faceset: MainCharacters_DreamWorld
faceindex: 19
text: \kel\Com[2]Whoa, this ladder is so tall!
message_91:
faceset: MainCharacters_DreamWorld
faceindex: 17
text: \kelI bet it goes all the way up to \{space!\}
message_92:
faceset: MainCharacters_DreamWorld
faceindex: 9
text: \aubDon't be stupid, \n[3]. Ladders can't be \{that\} tall.
message_93:
faceset: MainCharacters_DreamWorld
faceindex: 16
text: \kelMaybe if we keep climbing, we'll even reach a new planet.\!
message_94:
faceset: MainCharacters_DreamWorld
faceindex: 17
text: \kelI'm gonna claim it as my own...
message_95:
faceset: MainCharacters_DreamWorld
faceindex: 18
text: \kel\{AND NAME IT \c[13]HECTOR\c[0]!
message_96:
faceset: MainCharacters_DreamWorld
faceindex: 8
text: \aubWow, over your pet rock already?
message_97:
faceset: MainCharacters_DreamWorld
faceindex: 18
text: \kelNo way!\! I'm naming it in honor of him.
message_98:
faceset: MainCharacters_DreamWorld
faceindex: 23
text: \kelSo he knows I'm still searching...
message_99:
faceset: MainCharacters_DreamWorld
faceindex: 47
text: \herY-yeah...\! Maybe later, KEL.
message_100:
faceset: MainCharacters_DreamWorld
faceindex: 36
text: \herWe have more important things to do right now.
(Source: Eldomtom2)
04_cutscenes_blackletters#
|
|
This needs some investigation. |
The first four strings of this file are used when entering Neighbor's Room after the first Faraway segment, the rest are unused and show a completely different version of the Hangman mechanic, where the collectibles are called "Letters" rather than "Keys" and the other Headspace party members are aware of their existence.
# =========================================================================================
# Cutscene: Basil is Missing!
# =========================================================================================
#Trigger: Enter Neighbor's Room.
message_0:
faceset: MainCharacters_DreamWorld
faceindex: 19
text: OMORI! This is where you've been!\kel
message_1:
faceset: MainCharacters_DreamWorld
faceindex: 40
text: Have you seen BASIL?<br>\!We can't seem to find him anywhere.\her
message_2:
faceset: MainCharacters_DreamWorld
faceindex: 40
text: BASIL...\! It's like he just vanished into thin air.\!<br>We can't find him anywhere...\! I even asked MARI, but she doesn't know anything about it either.\her
message_3:
faceset: MainCharacters_DreamWorld
faceindex: 4
text: We were thinking of going back to BASIL's house to see if we missed anything.\! Can you lead the way, OMORI?\aub
# =========================================================================================
# Cutscene: The First Blackletter
# =========================================================================================
#Trigger: Enter Stump Entrance.
#Stump Entrance is glitchy.
#HERO is surprised
#message_24:
# faceset: MainCharacters_DreamWorld
# faceindex: 46
# text: \fn<OMORI_GAME>\quake[1]W-Whoa, anyone else feel that?\quake[0]\her
#AUBREY looks at HERO
#message_25:
# faceset: MainCharacters_DreamWorld
# faceindex: 7
# text: \fn<OMORI_GAME>\quake[1]Yeah, everything feels fuzzy all of a sudden...\quake[0]\aub
#message_26:
# faceset: MainCharacters_DreamWorld
# faceindex: 31
# text: \fn<OMORI_GAME>\quake[1]Sure... feels...\! strange...\! around... here...\quake[0]\kel
# =========================================================================================
# Cutscene: The First Blackletter continued
# =========================================================================================
#Trigger: Pick up Blackletter.
#Blackletter disappears.
#KEL looks around.
# message_37:
# faceset: MainCharacters_DreamWorld
# faceindex: 19
# text: Whoa!! Everything's back to normal again!\kel
# message_38:
# faceset: MainCharacters_DreamWorld
# faceindex: 40
# text: So many weird things happening lately...\!<br>We should stay close to each other in case anything happens.\her
#AUBREY looks into the distance
# message_39:
# faceset: MainCharacters_DreamWorld
# faceindex: 5
# text: Sigh...\! I really hope BASIL is safe...\aub
# =========================================================================================
# Cutscene: FUZZY Feeling
# =========================================================================================
#Trigger: Enter BASIL's house
#Screen glitches
# message_50:
# faceset: MainCharacters_DreamWorld
# faceindex: 28
# text: \fn<OMORI_GAME>\quake[1]Oof...\! There's that fuzzy feeling again...\quake[0]\kel
# message_51:
# faceset: MainCharacters_DreamWorld
# faceindex: 48
# text: \fn<OMORI_GAME>\quake[1]Just hold on a bit longer...<br>We should...\! get used to it eventually...\her\quake[0]
# message_52:
# faceset: MainCharacters_DreamWorld
# faceindex: 4
# text: \fn<OMORI_GAME>\quake[1]Look!\! That's the door that appeared right after BASIL vanished...\aub\quake[0]
# message_53:
# faceset: MainCharacters_DreamWorld
# faceindex: 4
# text: \fn<OMORI_GAME>\quake[1]Try opening the door, OMORI!\aub\quake[0]
#Screen still glitching
#fade to Black
#knock SFX
#Lock TAG option
#return
# message_54:
# text: The door won't budge.
# =========================================================================================
# Cutscene: HANGMAN
# =========================================================================================
#Trigger: Examine door.
#Party is surrounding the door.
# message_70:
# faceset: MainCharacters_DreamWorld
# faceindex: 27
# text: \fn<OMORI_GAME>Darn...\! I guess it's locked.\kel
# message_71:
# faceset: MainCharacters_DreamWorld
# faceindex: 4
# text: \fn<OMORI_GAME>Where do you think it goes to?\!<br>Do you think BASIL is in there?\aub
# message_72:
# faceset: MainCharacters_DreamWorld
# faceindex: 40
# text: \fn<OMORI_GAME>Possibly...\! Although, I have a feeling that wherever it leads to will be dangerous...\her
# message_73:
# faceset: MainCharacters_DreamWorld
# faceindex: 5
# text: \fn<OMORI_GAME>But BASIL is our friend! We have to do something...\aub
# message_107:
# faceset: MainCharacters_DreamWorld
# faceindex: 30
# text: \fn<OMORI_GAME>Move over, OMORI! I'm goin' in!\kel
# message_74:
# faceset: MainCharacters_DreamWorld
# faceindex: 30
# text: \fn<OMORI_GAME>\quake[1]\{\Com[2]BASIL!!\! I'm coming to save you!!\}\kel
#KEL smashes into door and glitches out.
# message_108:
# faceset: MainCharacters_DreamWorld
# faceindex: 46
# text: \fn<OMORI_GAME>\{\Com[2]Whoa, KEL!\! Are you okay!?\}\her
# message_75:
# faceset: MainCharacters_DreamWorld
# faceindex: 10
# text: \fn<OMORI_GAME>\{\Com[2]What are you doing, you dummy!?\}\aub
# message_76:
# faceset: MainCharacters_DreamWorld
# faceindex: 33
# text: \fn<OMORI_GAME>\quake[1]I don't know! I'm not equipped to handle difficult situations!\kel
#An envelope is slipped under the door.
# message_77:
# faceset: MainCharacters_DreamWorld
# faceindex: 31
# text: \fn<OMORI_GAME>\Com[2]\{\quake[1]Ahhhhhhh!!\! What was that!?\kel\quake[0]\}
# =========================================================================================
# Cutscene: HANGMAN 2
# =========================================================================================
#OMORI pick up envelope. (TAG IS LOCKED)
#Glitching stops.
#Tutorial Box.
#Black overlay on screen.
#Show Map Screen.
#message_78:
# faceset: MainCharacters_DreamWorld
# faceindex: 39
# text: Hmmm... It looks like a map of the forest...\!<br>but some parts of it are blacked out...\her
#message_79:
# faceset: MainCharacters_DreamWorld
# faceindex: 19
# text: What's that on the back?\kel
#Black overlay on screen.
#Show Checklist Screen.
#message_91:
# faceset: MainCharacters_DreamWorld
# faceindex: 29
# text: H... A... N... G... M... A... N...?\kel
#message_92:
# faceset: MainCharacters_DreamWorld
# faceindex: 39
# text: Oh hey, I know this game!<br>We've probably even played it once or twice before...\her
#message_93:
# faceset: MainCharacters_DreamWorld
# faceindex: 36
# text: In HANGMAN, you choose different letters to complete a message.\her
#message_94:
# faceset: MainCharacters_DreamWorld
# faceindex: 39
# text: If you choose a correct letter, the letter is used to filled in the blanks...\! but if you get a letter wrong, a part of a hangman is drawn.\her
#message_95:
# faceset: MainCharacters_DreamWorld
# faceindex: 36
# text: To win, you just have to guess the correct letters to complete the message...\her
#message_113:
# faceset: MainCharacters_DreamWorld
# faceindex: 42
# text: But if you choose too many wrong letters and the hangman drawing is completed...\! you lose the game.\her
#AUBREY looks at HERO.
#message_96:
# faceset: MainCharacters_DreamWorld
# faceindex: 24
# text: Wow...\! That doesn't sound fun at all...\!<br>Why is there even a game like that?\kel
#Wait
#Letter “A” appears in blanks.
#message_97:
# faceset: MainCharacters_DreamWorld
# faceindex: 39
# text: Hey, look!\! That big letter “A” we found earlier is filling in some of the blanks!\her
#message_98:
# faceset: MainCharacters_DreamWorld
# faceindex: 43
# text: If we're able to complete this message... I'm sure we'll be able to open the door and save BASIL!\her
#message_99:
# faceset: MainCharacters_DreamWorld
# faceindex: 10
# text: There must be more MISSING LETTERS around the forest!<br>We should hurry and go look for them.\aub
#message_100:
# faceset: MainCharacters_DreamWorld
# faceindex: 5
# text: I'm...\! I'm worried about BASIL... \!<br>He doesn't...\! do well on his own...\aub
#message_101:
# faceset: MainCharacters_DreamWorld
# faceindex: 30
# text: Don't worry, AUBREY!\!<br>BASIL might be a little on the softer side, but he knows how to take care of himself.\kel
#message_102:
# faceset: MainCharacters_DreamWorld
# faceindex: 4
# text: Yeah, I guess you're right.<br>We just need to believe in him...\aub
# =========================================================================================
# Cutscene: HANGMAN NEW
# =========================================================================================
#Upon examining the door, PLAYER moves back. An envelope slips through the bottom of the door.
message_114:
text: There is an envelope on the floor.\! Pick it up?
#Screen fade black.
#Opening envelope SFX
#Wait 60 frames
message_103:
text: You now have the \c[4]LETTER CHECKLIST\c[0] and \c[4]MAP\c[0].
message_104:
text: Press \DII[pageup] to view.
#Player presses Q and CHECKLIST pops up.
message_105:
text: Press \DII[pagedown] to view the \c[4]MAP\c[0].
#Players presses W and MAP pops up.
#Screen goes black.
#Wait.
#Screen return to overworld.
(Source: Eldomtom2)
05_cutscenes_spaceboyfriend#
More unused dialogue for the earlier version of Hangman:
# =========================================================================================
# Cutscene: Blackletter here
# =========================================================================================
#message_40:
# faceset: MainCharacters_DreamWorld
# faceindex: 48
# text: \fn<OMORI_GAME>Whoa...\! Anyone feel that?\her
#message_41:
# faceset: MainCharacters_DreamWorld
# faceindex: 28
# text: Yeah...\! My head was all fuzzy for a second...<br>There must be a MISSING LETTER somewhere in here!\kel
Aubrey would originally prevent the player from leaving Space Boyfriend's house without interacting with him.
message_160:
faceset: MainCharacters_DreamWorld
faceindex: 4
text: Hold on, OMORI!\! We should check up on CAPT. SPACE-\!<br>I mean, SPACE BOYFRIEND first.\aub
(Source: Eldomtom2)
06_cutscenes_junkyard#
Unused shorter version of the introduction to Kel's tag skill. The used version is in the same file, labelled "NEW KEL THROW".
# =========================================================================================
# Cutscene: Kel's THROW Tag Skill
# =========================================================================================
#message_20:
# faceset: MainCharacters_DreamWorld
# faceindex: 18
# text: Hey, is that a target I see?\! I'll have you know that throwing stuff at targets is my specialty!\!<br>Make me LEADER, OMORI! I'll hit that switch for you!\kel
(Source: Eldomtom2)
08_cutscenes_captspaceboy#
This unused line comes after all the lines for the cutscene after defeating Space Ex-Boyfriend. Presumably there would originally have been a drink - probably wine - in Space Ex-Boyfriend's house.
message_61:
text: This looks like \c[3]JUICE\c[0], but tastes horrible!
(Source: Eldomtom2)
14_cutscenes_sweetheartquest#
These developer notes preceding the scene in Neighbors Room on Three Days Left describe a different introduction to the scene where Omori wakes up in Neighbors Room instead of White Space.
# =========================================================================================
# Cutscene: Basil is Still Missing
# =========================================================================================
#Trigger: Examine bed and choose to sleep.
#OMORI is on the floor, and gets up. He is surrounded by KEL, AUBREY, and HERO.
In the final game the four Sprout Moles with the front-row tickets charge the party immediately after realising they are lost.
#KEL is surprised and walks forward.
message_35:
faceset: MainCharacters_DreamWorld
faceindex: 31
text: Ahh! It's a horde of LOST SPROUT MOLES!\! \Com[2]Let's get em!\kel
(Source: Eldomtom2)
15_cutscenes_herothebachelor#
Hero originally had a line before Mustache Mole reveals her true identity as Rosa.
message_134:
faceset: MainCharacters_DreamWorld
faceindex: 39
text: Hey, I remember you!<br>You're that SPROUT MOLE that asked me to join the show!<br>\!You think you can get us out of here?\her
(Source: Eldomtom2)
16_cutscenes_thewedding#
Unused line from Aubrey that would have come after the used lines after Sweetheart and Space Husband reunite.
message_107:
faceset: MainCharacters_DreamWorld
faceindex: 1
text: Yeah...\! What me and OMORI have is so much more meaningful and genuine... Right, OMORI?\aub
The final game uses the generic “It’s a long way down… Do you want to jump?” message at the entrance to the Lost Library.
message_120:
text: Do you want to go down the hole? There may be no turning back.
(Source: Eldomtom2)
21_cutscenes_lastresort#
Scrapped cutscene with Mari in the Last Resort's elevator after reuniting the full party.
#----- MARI IN THE elevator
message_180:
faceset: MainCharacter_Mari
faceindex: 6
text: HERO, you're back!\mar
message_181:
faceset: MainCharacter_Mari
faceindex: 5
text: You've been so busy with work lately, you never have time for me anymore!\mar
message_182:
faceset: MainCharacters_DreamWorld
faceindex: 46
text: What are you talking about, MARI?\! I see you every day!\her
#MARI does her pose
message_183:
faceset: MainCharacter_Mari
faceindex: 3
text: Hehe...\! I know...\! I'm just kidding around.\mar
message_184:
faceset: MainCharacter_Mari
faceindex: 5
text: You should really learn how to take a joke, mister!\mar
message_185:
faceset: MainCharacters_DreamWorld
faceindex: 48
text: Gah!\! I'm so sorry... MARI.\! I'll...\! I'll try my best!\her
#HERO hugs MARI
message_186:
faceset: MainCharacter_Mari
faceindex: 0
text: ...\! Oh, HERO...\! Nevermind... It's okay.\mar
message_187:
faceset: MainCharacter_Mari
faceindex: 7
text: Hehehe...\mar
Remnants of an scrapped scene in Underwater Highway where the player would have to use Kel's tag skill to knock a toolbox down to repair a bridge, present in the 2019 build.
#Trigger: Construction Bridge
message_210:
faceset: MainCharacters_DreamWorld
faceindex: 27
text: Aw, man.\! The bridge is out.\kel
message_211:
faceset: MainCharacters_DreamWorld
faceindex: 16
text: ... But, I bet I can make it if I get a running start!\kel
message_212:
faceset: MainCharacters_DreamWorld
faceindex: 11
text: Maybe YOU can, but what about us?\aub
message_213:
faceset: MainCharacters_DreamWorld
faceindex: 15
text: You're not scared of a little jump, are you?\kel
message_214:
faceset: MainCharacters_DreamWorld
faceindex: 36
text: Now now, there's no need for that.\! This is a construction site, isn't it?\! We're bound to find something that can help us cross if we poke around.\her
(Source: Eldomtom2)
24_cutscenes_finalboss#
In the final game Kel biting Marina is represented by a sound effect, not dialogue.
message_66:
faceset: MainCharacters_DreamWorld
faceindex: 31
text: ...\| \quake[1]\Com[2]\{MUUUUU\Com[2]\{NNNNNN\Com[2]\{NCCCHHHH!!!\kel
The cutscene after leaving Humphrey originally had a completely different ending, with the plot element of the Headspace party forgetting Basil not being present. message_166 is used, but is included to show where the cut lines went.
message_166:
faceset: MainCharacters_DreamWorld
faceindex: 0
text: At least we got through it together! \}Huff...\aub
#AUBREY turns around.
#message_167:
# faceset: MainCharacters_DreamWorld
# faceindex: 5
# text: Wherever BASIL is...\! he's probably all alone.\aub
#AUBREY turns to party.
#message_168:
# faceset: MainCharacters_DreamWorld
# faceindex: 5
# text: We need to hurry and find him!\! I bet he could use a big hug right now!\aub
#message_169:
# faceset: MainCharacters_DreamWorld
# faceindex: 18
# text: Yeah, I bet he could!\! When we're all together again, we should all give him a big ol' hug! Heh, heh!\kel
#message_170:
# faceset: MainCharacters_DreamWorld
# faceindex: 37
# text: Aww...<br>It's nice to see you two getting along so well for a change.\!<br>I could hug both of you right now!\her
#AUBREY and KEL are surprised and start sweating, and look away from each other.
#message_171:
# faceset: MainCharacters_DreamWorld
# faceindex: 6
# text: H-Huh!?\! Me and KEL...\! G-Get along?\aub
#message_172:
# faceset: MainCharacters_DreamWorld
# faceindex: 30
# text: W-What are you talking about, HERO?\! Stop being weird!\kel
#message_173:
# faceset: MainCharacters_DreamWorld
# faceindex: 38
# text: Haha...\! Relax you two. I'm just playing around...\her
#HERO looks out the cave.
#message_174:
# faceset: MainCharacters_DreamWorld
# faceindex: 36
# text: Hold on, BASIL... We're almost there. I can feel it.\her
#message_175:
# faceset: MainCharacters_DreamWorld
# faceindex: 36
# text: We'll all be together soon...\her
(Source: Eldomtom2)
25_cutscenes_blackhole#
Most of this file is lines for a completely different Black Space sequence that was entirely scrapped.
# =========================================================================================
# GETTING ALL BLACKCLETTERS - UNUSED?
# =========================================================================================
#Trigger: Examine any black line.
#The black hole sucks in all letters, and becomes a black door.
#Screen becomes in very glitchy.
#message_1:
# faceset: MainCharacters_DreamWorld
# faceindex: 7
# text: \Com[2]\quake[1]\fn<OMORI_GAME>Ahhhhhhh...\! the door...\! it's open...\aub
#message_2:
# faceset: MainCharacters_DreamWorld
# faceindex: 48
# text: \Com[2]\quake[1]\fn<OMORI_GAME>...\! This...\! This isn't looking good...\her
#KEL is surprised.
#message_3:
# faceset: MainCharacters_DreamWorld
# faceindex: 30
# text: \Com[2]\quake[1]\fn<OMORI_GAME>BASIL...\! BASIL must be somewhere inside!\kel
#KEL walks to door.
#KEL glittches out and moves back
#message_4:
# faceset: MainCharacters_DreamWorld
# faceindex: 34
# text: \fn<OMORI_GAME>\sinv[2]\{\quake[1]GAAAAA\{AAAHHHH\{HHHHHHHHH!!!\quake[0]\kel
#message_5:
# faceset: MainCharacters_DreamWorld
# faceindex: 7
# text: \quake[1]\fn<OMORI_GAME>KEL!\! Are you okay!?\aub
#message_6:
# faceset: MainCharacters_DreamWorld
# faceindex: 7
# text: \quake[1]\fn<OMORI_GAME>Let...\! Let me try!\aub
#AUBREY glitches out and moves back.
#message_7:
# faceset: MainCharacters_DreamWorld
# faceindex: 13
# text: \fn<OMORI_GAME>\sinv[2]\{\quake[1]AAAAAAA\{AHHHHHHHHH\{HHHHHHHHHH!!!\quake[0]\aub
#AUBREY comes to door.
#HERO looks at OMORI.
#message_8:
# faceset: MainCharacters_DreamWorld
# faceindex: 48
# text: \Com[2]KEL! AUBREY! Stop!\! It's no use...<br>\!...\! I...\! I don't think we're going to be able do this...\her
#message_9:
# faceset: MainCharacters_DreamWorld
# faceindex: 20
# text: Huh!?\! W-What do you mean, HERO?\!<br>How else are we going to save BASIL!?\kel
#message_10:
# faceset: MainCharacters_DreamWorld
# faceindex: 48
# text: Well...\her
#HERO walks to OMORI
#message_11:
# faceset: MainCharacters_DreamWorld
# faceindex: 44
# text: We won't be able to save him...\! but OMORI can.\her
#message_12:
# faceset: MainCharacters_DreamWorld
# faceindex: 43
# text: OMORI...\! I was hoping we could do this together, but...\!<br>I've known since the beginning...\! that you've been the only one who has been able to touch the MISSING LETTERS...\her
#message_13:
# faceset: MainCharacters_DreamWorld
# faceindex: 30
# text: \Com[2]What are you saying, HERO!?\! We can't leave him alone.\!<br>We've done everything together!\kel
#message_14:
# faceset: MainCharacters_DreamWorld
# faceindex: 5
# text: \Com[2]You're going to let OMORI go in there all by himself!?\!<br>How will he be able to find BASIL without us?\aub
#message_15:
# faceset: MainCharacters_DreamWorld
# faceindex: 43
# text: ...\! I believe that OMORI is strong enough to do this...\! And...\! <br>I know he wants to save BASIL more than anyone...\her
#message_16:
# faceset: MainCharacters_DreamWorld
# faceindex: 40
# text: If it's going to be like this...\! If we all go...\! I don't think we won't be able to help at all...\!<br>It...\! It would be better if OMORI goes by himself...\her
#message_17:
# faceset: MainCharacters_DreamWorld
# faceindex: 5
# text: But...\! we must be able to help somehow...\aub
#message_18:
# faceset: MainCharacters_DreamWorld
# faceindex: 40
# text: Hmm...\! Well, it's not much, but...\! even if we can't be there fighting next to him...\! the least we can do is guide his way back home...\her
#message_19:
# faceset: MainCharacters_DreamWorld
# faceindex: 39
# text: OMORI...\! I don't know what's in there...\! but if you're ever get lost or scared...\! just follow our voices back here!\!<br>You should know...\! that you'll always have us!\her
#message_20:
# faceset: MainCharacters_DreamWorld
# faceindex: 20
# text: ...\! OMORI...\! I know you don't like to be alone...\! but...\! it's just like HERO said...\! We'll just get in the way...\! Stay strong, okay!?\! And know that we'll always have your back!\kel
#message_21:
# faceset: MainCharacters_DreamWorld
# faceindex: 5
# text: Yeah...\! We believe in you, OMORI. We always have!\!<br>Please be safe...\! We'll always be waiting for you here...<br>no matter what!\aub
#message_22:
# faceset: MainCharacters_DreamWorld
# faceindex: 4
# text: Goodbye, OMORI...\! See you soon...\aub
#message_23:
# faceset: MainCharacters_DreamWorld
# faceindex: 48
# text: We can only help you get this far...\! but from now on...\!<br>it looks like you're going to have to go at it alone.\her
# =========================================================================================
# Cutscene: Basil is Here - UNUSED
# =========================================================================================
#Trigger: Talk to Basil.
#message_40:
# faceset: MainCharacter_Basil
# faceindex: 1
# text: \fn<OMORI_GAME>\}Ah... OMORI...\! It's you...\! You're finally here...\! <br>I knew you'd come eventually...\bas
#message_41:
# faceset: MainCharacter_Basil
# faceindex: 4
# text: \fn<OMORI_GAME>\}I'm sorry I'm so useless...\! I hope we can find a way out of here...\bas
# =========================================================================================
# GREAT ESCAPE - UNUSED
# =========================================================================================
#Trigger: Escape Black Space.
#OMORI and BASIL walk out of Black Door.
#Black Door disappears.
#message_60:
# faceset: MainCharacters_DreamWorld
# faceindex: 18
# text: \Com[2]Holy moly! It's OMORI and BASIL!\!<br>You did it, OMORI! You really did it!<br>\kel
#message_61:
# faceset: MainCharacters_DreamWorld
# faceindex: 4
# text: Oh, I'm so relieved...\aub
#message_62:
# faceset: MainCharacters_DreamWorld
# faceindex: 17
# text: I don't really wanna admit it, but I was starting to get a little worried, heh heh...\kel
#message_63:
# faceset: MainCharacters_DreamWorld
# faceindex: 1
# text: BASIL, BASIL!\! You're finally back!\!<br>How are you feeling? Are you okay?\aub
#message_64:
# faceset: MainCharacter_Basil
# faceindex: 1
# text: I'm fine...\! I think.\! Sorry that I made you worry...\bas
#message_65:
# faceset: MainCharacters_DreamWorld
# faceindex: 2
# text: Oh, don't apologize, BASIL!\!<br>You're safe and that's what matters.\aub
#message_66:
# faceset: MainCharacters_DreamWorld
# faceindex: 37
# text: \herLet's go see MARI!\!<br>I'm sure she'll be so excited to hear the news!\!<br>Lead the way, OMORI!
# =========================================================================================
# Cutscene: Great Escape 2
# =========================================================================================
#After entering BLACK DOOR from black space,
#Copy Cutscene where BASIL takes a picture of everyone before entering his house. Exact location and everything with slight change at the end.
#AUBREY and KEL don't fight.
message_89:
faceset: MainCharacter_Basil
faceindex: 0
text: Aw, it came out kind of crooked.\! Well, that's ok.\! <br>It gives it character.\bas
#BASIL puts away photo.
message_90:
faceset: MainCharacter_Basil
faceindex: 1
text: Hope you don't mind the photo...\bas
message_91:
faceset: MainCharacters_DreamWorld
faceindex: 6
text: Of course we don't mind!\! Can I see it?\aub
message_92:
faceset: MainCharacter_Basil
faceindex: 0
text: O-Oh, sure thing.\bas
#BASIL takes out PHOTO ALBUM.
#AUBREY runs to the side of BASIL.
#AUBREY jumps.
message_93:
faceset: MainCharacters_DreamWorld
faceindex: 2
text: Ooooooooh, we all look so cute!\aub
#HERO walks up to the side BASIL.
message_94:
faceset: MainCharacters_DreamWorld
faceindex: 39
text: So, how does my hair look?\her
#KEL jumps.
message_95:
faceset: MainCharacters_DreamWorld
faceindex: 17
text: I wanna see too!\! Wow, I look great!\kel
#KEL runs up to the front of BASIL.
#Trigger: OMORI talks to BASIL from behind.
message_96:
faceset: MainCharacter_Basil
faceindex: 2
text: Oh hey, OMORI! Did you want to see the photo too?\!<br>Here, you can hold it.\bas
message_97:
text: BASIL gave you a \c[4]GROUP PHOTO\c[0].
#Slide: Group Photo (Dream)
message_98:
faceset: MainCharacter_Basil
faceindex: 1
text: It's a nice one, right?\! You all look so happy...\!<br>I should add it to my collection!\bas
#BASIL takes out his PHOTO ALBUM.
message_99:
faceset: MainCharacters_DreamWorld
faceindex: 18
text: \Com[2]\{Woo-hoo!\}<br>Another perfect shot for the album!\kel
message_100:
faceset: MainCharacters_DreamWorld
faceindex: 3
text: I wanna look at all the pictures! \!<br>Can we, BASIL?\aub
message_101:
faceset: MainCharacter_Basil
faceindex: 0
text: Ah, okay...\! but it's nothing amazing...\bas
#View PHOTO Album dream world complete
#once Player exits, Screen turns White
#PLAYER wakes up to DAY 3: FARAWAY TOWN
#PLAYER completes chore and goes back to sleep
#FROM NOW ON, BASIL is at the PICNIC
message_102:
faceset: MainCharacter_Basil
faceindex: 2
text: Hey, everyone! How are you all doing?\!<br>Did you want to look through my \c[4]PHOTO ALBUM\c[0]?\bas
#[YES/NO]
message_103:
faceset: MainCharacter_Basil
faceindex: 1
text: Everyone looks so happy!\bas
message_104:
faceset: MainCharacter_Basil
faceindex: 0
text: Aww... alright!\! Maybe next time...\bas
#MARI Something
message_110:
faceset: MainCharacters_DreamWorld
faceindex: 17
text: Basil's pictures look great as usual, huh?\kel
message_111:
faceset: MainCharacters_DreamWorld
faceindex: 37
text: Alright, come on!\! MARI misses you guys already.\her
message_112:
faceset: MainCharacters_DreamWorld
faceindex: 4
text: Hold on, we have to show MARI the album!\aub
(Source: Eldomtom2)
xx_cutscenes_ems#
The entire latter half of this file is unused, as the game ends up using the dialogue located within “06_cutscenes_junkyard” instead. This might be a leftover from the DEMO.
# =========================================================================================
# Cutscene: Hero's CHARM Tag Skill (Cont.)
# =========================================================================================
#Trigger: Tag HERO and examine Cheese.
# EMS spirals down from the sky
message_50:
text: \}Hello, friends!\! It's me... EMS, the humble hungry hamster!\ems
#EMS looks around.
message_51:
text: \}Oh wow, is this all for me? What a treat!\!<br>How did you know that cheese is my favorite?\ems
message_52:
faceset: MainCharacters_DreamWorld
faceindex: 37
text: I don't have to guess, EMS!\!<br>Everything is your favorite.\her
#HERO turns to party.
message_53:
faceset: MainCharacters_DreamWorld
faceindex: 36
text: Everyone, this is EMS!\! She's a good friend of mine.\her
message_54:
faceset: MainCharacters_DreamWorld
faceindex: 38
text: You know what to do, EMS!\her
message_55:
text: \}I sure do!\! \Com[2]Be done in a jiffy!\ems
#EMS begins to devour the cheese.
message_56:
faceset: MainCharacters_DreamWorld
faceindex: 26
text: Whoa...\kel
message_57:
faceset: MainCharacters_DreamWorld
faceindex: 4
text: How does all of that even fit in her body?\aub
message_58:
faceset: MainCharacters_DreamWorld
faceindex: 36
text: I try not to think about it.\her
message_59:
text: The cheese has been eaten, and the path has been cleared.
message_60:
text: \}Well now, that was incredibly satisfying!\ems
message_61:
text: \}If you're ever in need of any giant cheese-eating services again, you know who to call!\ems
message_62:
text: \}Goodbye, friends!\ems
#EMS spirals into the sky.
XX_GENERAL#
BLACKLETTER#
Dialogue meant for an earlier version of Basil’s kidnapping sequence, where the player would obtain it at Basil’s house instead of White Space.
# -----------------------------------------------
# - BLACKLETTER
# -----------------------------------------------
message_7:
faceset: MainCharacters_DreamWorld
faceindex: 39
text: Wait, \n[1]! There's a LETTER on the ground over there. We should check it out first. \her
SWEETHEART'S CASTLE Guest List#
Unknown. Most likely meant for an earlier version of the SWEETHEART’S LIBRARY dress code puzzle, and instead of gathering the MOLES, the player would have told them to leave instead.
# -----------------------------------------------
# - SWEETHEART DUNGEON: GUEST LIST
# -----------------------------------------------
message_30:
text: Ask this person to leave?
FEAR Overcome#
According to some other developer comments, these likely would have been dialogue meant right after OMORI would overcome their fears, specifically of SPIDERS and WATER.
message_210:
text: You look ahead and hold your knife steady.
message_220:
text: You gaze into the water and feel calm. The waves look gentle and inviting.
Unused BLACK KEY Message#
There’s a strange message that’s tagged as UNUSED grouped along with the “X KEYS left…” messages. It is unknown what this could have been, but it is located right between the “2 KEYS left” and “1 KEY left” messages.
#message_655:
#text: UNUSED
XX_MELON#
These were meant to be used for an unused QTE event for Omori's Cut ability, presumably when freeing the party from the webs in Pyrefly Forest. Notably, while the debug room still has that functionality, it doesn't actually use these commented out strings.
# -----------------------------------------------
# - PUZZLE ROOMs (4)
# -----------------------------------------------
#WEBBED PARTY
# message_511:
# faceset: MainCharacters_DreamWorld
# faceindex: 4
# text: Hey, watch it!\aub
# message_512:
# faceset: MainCharacters_DreamWorld
# faceindex: 28
# text: Ow.\kel
# message_513:
# faceset: MainCharacters_DreamWorld
# faceindex: 40
# text: T-there's no rush...\her
Used in the demo for sitting on the couch in the Junkyard.
message_155:
text: Is it time to go already?
message_156:
text: Just a little longer...
Remnants of an old version of the Junkyard where the player was meant to use Kel's tag ability to destroy robots to retrieve keys.
#KEY MAGNET, AUBREY SMASH
message_178:
text: An electric field is preventing you from getting any closer.
Unused dialogue for a Butler Mole originally intended to appear in Sweetheart's torture room.
# -----------------------------------------------
# - SWEETHEART'S CASTLE: TORTURE ROOM (184)
# -----------------------------------------------
message_518:
text: \n<BUTLER MOLE>I have made a grave mistake and will now suffer the consequences.
Possibly meant to be displayed if the player refused to dance with the Dancing Mole in the Royal Ballroom.
message_799:
text: \n<DANCING MOLE>Sigh...\! What did I do to deserve this loneliness?
This was planned to be displayed if you had given Carol The Illustrious anything else other than TOFU, which isn’t possible. Note that Carol is labelled “GUARD MOLE” here instead of their final name.
# message_20:
# text: \n<GUARD MOLE>Ugh... Bleh!\! What did you give me!?\!<br>I cannot break my vows over this gruel!
Used if the player tries to look behind the Sweetheart Status in the castle garden, which is impossible without the use of noclip or debugging.
message_412:
text: You stared at the back of the statue.
Used in the 2019 build. Instead of Dorothi chasing the player in the train, they would have instead actively tried to avoid the player while displaying this dialogue.
message_230:
text: \fn<OMORI_GAME>\who\quake[1]Stay...\| away...
Several bits of unused dialogue and shop dialogue for Dino's Dig. These are used in the 2019 build. Note the presence of a golden spoon item; the highest quality spoon in the final game is the silver spoon.
message_433:
text: GOLDEN SPOON
message_439:
text: DINO: Want to buy a \c[4]SPOON\c[0]? It only costs 1 DINO DOLLAR!
#message_414:
#text: Would you like to trade your eggs in for \v[115] DINO DOLLARS?
#message_415:
#text: You now have \v[1020] DINO DOLLARS.
message_416:
text: BRETT: You've already got a \c[4]SPOON\c[0], dude! Come back when it breaks and I'll see what I can do for you.
message_420:
text: You got\c[4] GOLDEN SPOON\c[0].
message_421:
text: You got \c[13]SAFETY HELMET\c[0].
message_422:
text: You got \c[3]DINO BERRY\c[0].
message_423:
text: You got \c[3]DINO MELON SODA\c[0].
message_424:
text: You got \c[3]DINO NUGGET\c[0].
message_425:
text: You got \c[3]DINO PASTA\c[0].
message_426:
text: You got \c[5]DINO JAM\c[0].
#message_427:
#text: You don't have enough DINO POINTS.
#message_59:
#text: Trade DINO EGGS!
message_60:
text: BUY A SPOON!
message_61:
text: BUY DINO STUFF!
message_62:
text: What would you like to buy?
message_63:
text: PLASTIC SPOON (1 DD)
message_64:
text: WOODEN SPOON (5 DD)
message_65:
text: SILVER SPOON (10 DD)
message_66:
text: GOLDEN SPOON (15 DD)
message_67:
text: SAFETY HELMET (30 DD)
message_68:
text: DINO BERRY (10 DD)
message_69:
text: DINO MELON (10 DD)
message_70:
text: DINO NUGGET (10 DD)
message_71:
text: DINO PASTA (10 DD)
message_72:
text: DINO JAM (10 DD)
message_73:
text: NEVERMIND
Possibly flavor text for a cut sacrifice.
message_76:
text: The smell of fresh bread fills the air.
Used in the 2019 build. Actual Mole had several other pieces of dialogue to accompany the used message_184, but these were all deleted.
#'ACTUAL MOLE' in DOOM TOMB
message_182:
text: \n<ACTUAL MOLE>REPLACE
message_183:
text: \n<ACTUAL MOLE>REPLACE
message_184:
text: \n<ACTUAL MOLE>\quake[1]\{\{WHAT IN TARNATION!?!?
message_185:
text: \n<ACTUAL MOLE>REPLACE
message_186:
text: \n<ACTUAL MOLE>REPLACE
message_187:
text: \n<ACTUAL MOLE>REPLACE
Early dialogue for the encounter with the Unbread Twins.
#'DOUGHIE & BISCUIT': Pre-Battle - UNUSED
message_213:
text: \n<DOUGHIE>...
message_214:
text: \n<DOUGHIE>Are you a ghost?
message_215:
text: \n<BISCUIT>That seems likely.\! It would appear that some of our haunted pastries have found their way back to us.
message_216:
text: \n<DOUGHIE>Perhaps they are here to exact their revenge?\! That would be most...
message_217:
text: \n<BISCUIT>...Unfortunate.
#'DOUGHIE & BISCUIT': Post-Battle - UNUSED
message_218:
text: \n<DOUGHIE>Oh, you weren't ghosts after all.
message_219:
text: \n<BISCUIT>Well, this is awkward.\! This spiritual venture has been fun and all, but I do think it is about time we moved on.
message_220:
text: \n<BISCUIT>Meet us below, we will have an escape prepared for you.
message_221:
text: \n<DOUGHIE>Apologies for the troubles.
#'DOUGHIE & BISCUIT' - UNUSED
message_222:
text: \n<DOUGHIE>I really don't know why I thought you were ghosts.
message_223:
text: \n<BISCUIT>Baking was fun, but I quite enjoyed our battle as well.
#'DOUGHIE & BISCUIT': Escape (Doom Entrance: 114) - UNUSED
message_224:
text: \n<DOUGHIE>See you later.
message_225:
text: \n<BISCUIT>Or see you never?
message_226:
text: \n<DOUGHIE>Whichever the case...
message_227:
text: \n<BISCUIT>Farewell.
Used in the 2019 build. Originally in Underwater Highway there was a broken bridge that had to be fixed with a toolbox obtained with Kel's tag ability.
# -----------------------------------------------
# - UNDERWATER HIGHWAY: CONSTRUCTION (204) - UNUSED
# -----------------------------------------------
message_249:
text: This bridge is in disrepair, but a \c[4]TOOLBOX\c[0] could help you put it back in working order.
Used in the 2019 build aside from message_142. Cut dialogue for the taxi driver. Originally it cost clams to go to Last Resort.
message_141:
text: \n<TAXI DRIVER>I can take you there for a nominal fee of 3000 CLAMS!<br>Come on... Don't be shy!\! I don't bite...\! much...
message_142:
text: The cab ride cost a truly exorbitant fee.\! It's too bad you don't have any friends to split the cost with...
message_143:
text: \n<TAXI DRIVER>Hmm... It seems like you're coming up a little short...\!<br>Well, that's fine... I'll just take all that you have! Keh heh!
message_144:
text: \n<TAXI DRIVER>Hmm... It seems like you're coming up a little short...\!<br>Well, that's fine... I'll just take all that you-
message_145:
text: \n<TAXI DRIVER>Wow... You really got nothing on you, huh?\!<br>You must've been scammed real bad.\! I pity you.
message_146:
text: \n<TAXI DRIVER>Hey, kid!\! You wanna go back to the \c[11]DEEP WELL\c[0]?<br>It'll only cost ya 1,500 CLAMS.
It seems the water slide in Medusa's section of Humphrey originally just asked the player which direction to take at intersections. There is also tutorial text for the final version of the slide which is also unused.
# -----------------------------------------------
# - SLIME GIRLS LAIR: WATER SLIDE (230)
# -----------------------------------------------
### NO LONGER USED ###
# message_53:
# text: Which way do you want to go?
# message_54:
# text: Left
# message_55:
# text: Right
# message_56:
# text: Down
message_292:
text: Welcome to MEDUSA's waterslide!\!<br>Navigate the currents by holding down an ARROW KEY!
### NO LONGER USED ###
These messages are actually displayed if the player tries to interact with the walls right next to cave entrances in one of the Snowglobe Mountain maps. While not actually unused, these seem to be accidental leftovers of an old version of Snowglobe Mountain where there were signs meant to show Space Ex-Husband’s presence instead of Mr. Penguin.
# -----------------------------------------------
# - FROZEN FOREST (140)
# -----------------------------------------------
message_293:
text: \n<SIGN>"A frozen heart may melt, but a broken one remains forever in pieces..."
message_294:
text: \n<SIGN>"Don't come looking for me...<br>Only the cold can keep me company now..."
message_295:
text: \n<SIGN>"There is nothing for you here... Begone!"
message_296:
text: \n<SIGN>"Go away! Leave me to my miserable existence!"
message_297:
text: \n<SIGN>"I see you've made it this far.<br>I hope you get frostbite and die."
Unknown. Might have been related to the old password puzzle where the player could input their choice instead of choosing from a premade list, or guessing the password on the first try without visiting the maps meant for this puzzle.
message_622:
text: \n<SPEAKER>You think you're real clever, huh?
Cut dialogue meant for a receptionist Humphrey that would have appeared in the start of the passworld puzzle map.
message_445:
text: \n<RECEPTIONIST HUMPHREY>Welcome!\! You are about to enter MOLLY's testing center where she conducts various procedures and analyses!
Used in the 2019 build. Dialogue meant for an earlier version of the cut the wire puzzle maps, where the player had to count the amount of enemies in each room they teleport in for the solution of the puzzle.
# -----------------------------------------------
# - SLIME GIRLS: LOST ROOM 1 (241) UNUSED
# -----------------------------------------------
message_486:
text: \n<KNOWLEDGEABLE HUMPHREY>A wise whale once said...<br>"Counting your enemies will show you the path to victory!"\! or something like that...
message_608:
text: \n<KNOWLEDGEABLE HUMPHREY>Would you like some assistance?
message_609:
text: \n<KNOWLEDGEABLE HUMPHREY>If you direct your attention to this here monitor, you will see the position of four different teleporters. Counting the number of enemies in the room will let you know which position is the right one!
Unknown. Maybe originally after the cutscene where Kel managed to switch a conveyor-bot the need to use a specific character to switch them was meant to be removed.
message_999:
text: All CONVEYOR-BOTS will now switch directions for you.
Completely unknown. All of the dialogue here is trying to display icons from the IconSheet.png, in which, either it might have been something else in the past and the Humphreys forming the bridge would’ve been interactable.
message_610:
text: \n<HUMPHREY BRIDGE>\i[14]\i[14]\i[14]\i[13]\i[13]\i[13]
message_611:
text: \n<HUMPHREY BRIDGE>\i[14]\i[14]\i[14]\i[14]\i[13]\i[13]
message_612:
text: \n<HUMPHREY BRIDGE\i[14]\i[14]\i[14]\i[14]\i[14]\i[13]
message_613:
text: \n<HUMPHREY BRIDGE>\i[14]\i[14]\i[14]\i[14]\i[14]\i[14]
#FLOATIE HUMPHRIES 2
message_614:
text: \n<HUMPHREY BRIDGE>\i[14]\i[14]\i[13]\i[13]\i[13]\i[13]\i[13]\i[13]
message_615:
text: \n<HUMPHREY BRIDGE>\i[14]\i[14]\i[14]\i[13]\i[13]\i[13]\i[13]\i[13]
message_616:
text: \n<HUMPHREY BRIDGE>\i[14]\i[14]\i[14]\i[14]\i[13]\i[13]\i[13]\i[13]
message_617:
text: \n<HUMPHREY BRIDGE>\i[14]\i[14]\i[14]\i[14]\i[14]\i[13]\i[13]\i[13]
message_618:
text: \n<HUMPHREY BRIDGE>\i[14]\i[14]\i[14]\i[14]\i[14]\i[14]\i[13]\i[13]
message_619:
text: \n<HUMPHREY BRIDGE>\i[14]\i[14]\i[14]\i[14]\i[14]\i[14]\i[14]\i[13]
message_620:
text: \n<HUMPHREY BRIDGE>\i[14]\i[14]\i[14]\i[14]\i[14]\i[14]\i[14]\i[14]
XX_MAP_EXPANSION#
BERLY Forces To Stay#
BERLY would have forced the player to stay if they had tried to leave when they were telling AUBREY to headbutt VAN, this is normally not possible to do so since it’s, in its entirety, a cutscene.
message_56:
text: BERLY: Hey, get back here! I didn't say you could leave yet!
WHACK-A-SPROUT-MOLE#
Developer comments/annotations for a cut minigame, WHACK-A-SPROUT-MOLE. This, and a cut section of a map, are all that remained of this idea. It would have functioned similarly to a regular WHACK-A-MOLE game. The developer comments explains its premise.
#------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#SPROUT MOLE COLONY
#------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#Whack---A---Sprout---Mole:*Optional
#Aubrey can whack sprout moles that pop out of the holes in this map.
#If she whacks all the sprout moles in a certain time period, a watermelon falls from the sky.
#Every time you enter the room, the sprout moles refresh their configuration. Maybe 5 or so instances.
#The prizes are distributed at % chance.
#50%: TOFU
#50%: LIFE JAM
#After you have won LIFE JAM four times, you can only win TOFU.
GHOST DOG Early Concept#
An earlier idea for the GHOST DOG in VAST FOREST. According to the developer comment, it would have only given an item to the player if the player had encountered it exactly 3 times in a row, instead of each time the player had petted the dog.
#------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#VAST FOREST
#------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#Barking Dog:
#New Assets: Barking Dog
#map426
#Every time you enter the dog house, there will be a barking noise.
#There is a 30% chance of seeing the dog in a few random locations around the map (maybe 3-4).
#When you see the dog, you can walk into it. When you do this, it barks and then fades away. When the dog is fading, Player cannot move. There is no dialogue.
#If you see the dog 3 times in a row (i.e. get lucky) and walk into him all three times, on the last time, when he fades away he'll bark 3 times, then give you an item.
FORGOTTEN PIER Ghost Kids#
A cut idea for the FORGOTTEN PIER. There doesn’t seem to be anything remaining of this idea aside from the ghost friends at the last section of the FORGOTTEN PIER.
#Ghosts Hiding behind Trees:
#While going through map209, there should be ghosts hiding behind the trees that appear and laugh (like children playing) only when PLAYER isn't looking directly at them. When PLAYER looks away, the children go back to hiding behind the trees and the laughing stops.
BRANCH CORAL#
It may have been planned that aside from the map going dark only when the player accepts the BRANCH CORAL’s power boost, it would have happened each time the player asked for answers regarding the story.
#*Everything except for the BRANCH CORAL, OMORI, and a small pool under the BRANCH CORAL are blacked out.*
LAST RESORT Doll#
A misspelled message of the question that is prompted when the player checks the OMORI-lookalike doll in LAST RESORT. The misspell in question is that “hollowed” is instead spelled as “hallowed”, and it doesn’t mention the doll unlike the used message.
|
Unused |
Used |
|---|---|
|
message_302: |
message_872: |
XX_MARI_LOCATIONS#
Unused Picnic Dialogue#
Picnic dialogue intended for the picnic at BISCUIT & DOUGHIE’s boss room! It’s unknown why this was cut, but it was possibly intended to keep immersion, and the player can’t actually return to that map after they had defeated BISCUIT & DOUGHIE.
# =========================================================================================
# DOUGH DUNGEON
# =========================================================================================
message_110:
faceset: MainCharacter_Mari
faceindex: 2
text: MARI: Hey, gang... Seems like you're all stuck in a bit of a jam, so...
message_111:
faceset: MainCharacter_Mari
faceindex: 6
text: MARI: I brought you some jam!
message_112:
faceset: MainCharacters_DreamWorld
faceindex: 18
text: KEL: [Bigger Text][Screen Shakes]JAM!? [Screen Shakes]I LOVE JAM!![Smaller Text]
message_113:
faceset: MainCharacters_DreamWorld
faceindex: 10
text: AUBREY: [Screen Shakes]KEL, you nincompoop! Save some for the rest of us!
message_114:
faceset: MainCharacters_DreamWorld
faceindex: 26
text: KEL: [Wavy Text]Awwwwwww... Do I have to?
XX_OCEAN#
Snaley was originally intended to appear and introduce himself at the train station. Note that he is referred to as a Jash by the comment.
#Dreamworld Train station jash
message_603:
text: \n<SNALEY>Hi! I'm SNALEY and I'm chronically unlucky!\! This guy here says they're all out of \c[4]TRAIN PASSES\c[0], just as I was about to buy mine.\! What a funny coincidence!
A seemingly partly deleted or unfinished line. This is called by the game if the player tries to climb the Otherworld Ladder after unlocking the Hangman menu, but is always overridden by another check that is set when Basil is kidnapped.
message_627:
faceset: MainCharacters_DreamWorld
faceindex: 39
text: \herWe should go look for BASIL around the first
XX_SYSTEM#
Early Picnic Restore#
Used in the 2019 build after closing the save/load menu. An earlier instance of “You and your friends feel like new!”
message_1:
text: >
OMORI's party is feeling good!
OMORI Spacing Out#
Unknown. Grouped together with the rest of the picnic dialogue.
message_40:
text: >
OMORI stopped spacing out.
Unused Picnic Food#
Unused picnic food text.
message_28:
text: Ah yes, some fresh bread.\!<br>Would you like to eat some?
XX_QUEST#
Originally after completing the "Stick In The Mud" quest the player could get additional items through Mari.
# =========================================================================================
#Outro 2 - Scarecrow Gift: - UNUSED
#If you complete the STICK IN THE MUD SIDE QUEST, MR. SCARECROW will give extra gifts to you through MARI.
# =========================================================================================
#message_21:
# text: You got \c[3]\itemget\c[0]!
#message_22:
# faceset: MainCharacter_Mari
# faceindex: 6
# text: \marEnjoy it, OMORI! You deserve it!
#[RANDOM ITEM LIST / % CHANCE]
#Tofu 15%
#Cherry Soda 15%
#Fries 10%
#Ramen 10%
#Tasty Soda 10%
#Blueberry Smoothie 10%
#Rubberband 10%
#Air Horn 10%
#Life Jam 5%
#Watermelon Juice 5%
There is a generic quest completed message from Mari, left over from the demo. In the final game all the quests have unique completion dialogue.
# =========================================================================================
#Quest Completed:
# =========================================================================================
#message_25:
# faceset: MainCharacter_Mari
# faceindex: 6
# text: \marYou completed this quest already!<br>Looks like you don't need my help after all, hehe...\.\^
An earlier version of Mari's quest log dialogue for the main quest.
# =========================================================================================
#Quest Name: MISSING
# =========================================================================================
#Quest Accepted 1:
#message_35:
# faceset: MainCharacter_Mari
# faceindex: 4
# text: \marOh, no... BASIL suddenly disappeared...<br>I can't find a trace of him anywhere!\.\^
#message_36:
# faceset: MainCharacter_Mari
# faceindex: 2
# text: \marThere must be a way to find BASIL...<br>Is there something you know that we don't, OMORI?\.\^
#Quest Accepted 2 (Night 2: Deep Well+):
#message_37:
# faceset: MainCharacter_Mari
# faceindex: 4
# text: \marAhh... What was this one again?<br>Ah, right! Of course! Our friend, BASIL, is missing!\.\^
#message_38:
# faceset: MainCharacter_Mari
# faceindex: 2
# text: \marThere must be a way to save him...<br>Do you have any ideas of where to start, OMORI?\.\^
#Quest Completed: !!![QUEST IS DELETED FROM QUEST TRACKER]!!!
One message from Mari was cut from the "Front-Row Tickets" quest.
#message_56:
# faceset: MainCharacter_Mari
# faceindex: 2
# text: \marAll the SPROUT MOLES blocking the entrance earlier must have gone somewhere! You should ask around and see if anyone knows of a hidden exit...\.\^
Cut lines for the "Sweaty Snack" quest. message_135 is unused, but is nearly identical to the used message_130.
#message_132:
# text: You got \c[3]TOFU\c[0]!
#Quest Accepted W/ TOFU:
#message_135:
# faceset: MainCharacter_Mari
# faceindex: 2
# text: \marA very sweaty SPROUT MOLE is looking for some \c[3]TOFU\c[0]... You should already have \c[3]TOFU\c[0], right? It's everywhere!\.\^
One message from Mari was cut from the "Son Of A Space Pirate" quest.
#message_151:
# faceset: MainCharacter_Mari
# faceindex: 4
# text: \marWhere could he have gone? I sure hope he's okay...
In the final game, fixing the pinwheel in Pinwheel Forest is not considered a quest and has no dialogue from Mari.
# =========================================================================================
#Quest Name: WEAK MINDS
# =========================================================================================
#Quest Accepted:
message_245:
faceset: MainCharacter_Mari
faceindex: 2
text: \marKITE KID thinks one of the pinwheels in the \c[11]FLOATING FOREST\c[0] is broken.\. I wonder if there's any way to fix it.\.\^
message_246:
faceset: MainCharacter_Mari
faceindex: 2
text: \marThe pinwheels seem to all be spinning now.\. You know what KEL always says.\. If it doesn't work...\. throw something at it!\.\^
Cut Mari dialogue relating to the earlier "Haunted House" version of the Black Space intro (see party_dialogue).
# =========================================================================================
#Quest Name: Mari after collecting black letters
# =========================================================================================
#Quest Accepted:
#message_410:
# faceset: MainCharacter_Mari
# faceindex: 2
# text: \marYou've been quite busy! Let's go back to \c[14]NEIGHBORS ROOM\c[0] and play cards! You deserve a break!\.\^
#Quest Complete:
#message_411:
# faceset: MainCharacter_Mari
# faceindex: 2
# text: \marGlad you could get to play a bit of cards, did you win? Hope you had fun!\.\^
(Source: Eldomtom2)
XX_QUEST_TRACKER#
This entire file is unused and is a leftover from the demo - most, if not, all the dialogue here is utilized there. However, unlike the demo, Kel's pet rock is no longer called Kevin and instead has his final name of Hector.
# =========================================================================================
# QUEST TRACKER - INTRO
# =========================================================================================
message_0:
faceset: 05_MARI_OW
faceindex: 0
text: >
\marHello, \n[1]! Hello, everyone!<brl>\!How are you all doing today?
message_1:
faceset: 02_AUBREY_OW
faceindex: 6
text: >
\aubHi, MARI!
message_2:
faceset: 02_AUBREY_OW
faceindex: 3
text: >
\aub\Com[1000]\{\n[3]'s being mean to me again!\}
message_3:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marOh, no! Not again!<brl>How could he!
message_4:
faceset: 03_KEL_OW1
faceindex: 0
text: >
\kel\Com[1000]\{PSHHH, I'm not being mean!\}<brl>It's just AUBREY's being all whiny...
message_5:
faceset: 05_MARI_OW
faceindex: 3
text: >
\marHmmm... \!Well \n[3], you've made a very convincing point!<brl>Now I don't know who to believe!
message_6:
faceset: 03_KEL_OW1
faceindex: 0
text: >
\kel\Com[1000]\{BELIEVE ME!\}
message_7:
faceset: 02_AUBREY_OW
faceindex: 3
text: >
\aub\Com[1000]\{NO, BELIEVE ME!!\}
message_8:
faceset: 04_HERO_OW
faceindex: 2
text: >
\herSigh...<brl>Come on, you two. Settle down...<brl>\}
message_9:
faceset: 04_HERO_BATTLE
faceindex: 17
text: >
\her\}Why does it have to always be like this...\{
message_10:
faceset: 05_MARI_OW
faceindex: 3
text: >
\marAwwww, chin up, \n[4]! Look at you, being all responsible.
message_11:
faceset: 05_MARI_OW
faceindex: 7
text: >
\marI really like that about you, hehe...
message_12:
faceset: 04_HERO_OW
faceindex: 0
text: >
\herAhh, come on, MARI! Not now...
message_13:
faceset: 05_MARI_OW
faceindex: 6
text: >
\marOh \n[4], you know I'm just teasing.<brl>You're so cute when you get all flustered!
message_14:
faceset: 04_HERO_OW
faceindex: 2
text: >
\her. . .
message_15:
faceset: 05_MARI_OW
faceindex: 3
text: >
\marHehehe... It's really nice of you guys to drop by!
message_17:
faceset: 05_MARI_OW
faceindex: 0
text: >
\marI'll be around whenever you need me.\!<brl>If you're ever stuck or don't know what to do, just talk to me, and I'll try my best to help!
# =========================================================================================
# QUEST TRACKER - OMORI IS LEADER
# =========================================================================================
message_18:
faceset: 05_MARI_OW
faceindex: 3
text: >
\marHi, OMORI! Cliff-faced as usual, I see.\! You should totally smile more! I've always liked your smile.
# =========================================================================================
# QUEST TRACKER - KEL IS LEADER
# =========================================================================================
message_19:
faceset: 05_MARI_OW
faceindex: 6
text: >
\marYo \n[3], what's up!\! You look like you've grown just a bit taller! Maybe one day, you'll even be taller than \n[4]! Keep it up!
# =========================================================================================
# QUEST TRACKER - AUBREY IS LEADER
# =========================================================================================
message_20:
faceset: 05_MARI_OW
faceindex: 3
text: >
\marWell, hello there, \n[2]! Looking cute today.\!<brl>You always take such good care of your hair!
# =========================================================================================
# QUEST TRACKER - HERO IS LEADER
# =========================================================================================
message_21:
faceset: 05_MARI_OW
faceindex: 7
text: >
\marHi there, handsome.
# =========================================================================================
# QUEST TRACKER - DEFAULT
# =========================================================================================
message_22:
faceset: 05_MARI_OW
faceindex: 3
text: >
\marSo what do you need help with today?
message_23:
faceset: 05_MARI_OW
faceindex: 3
text: >
\marSo what do you need help with today?
# =========================================================================================
# LOST BALL
# =========================================================================================
message_24:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marYou're heading to \c[11]VAST FOREST\c[0] to find \c[4]BERLY'S BALL\c[0], <brl>aren't you?\! Better be careful! There are enemies afoot!
message_25:
faceset: 05_MARI_OW
faceindex: 0
text: >
\marIf you're not sure how to defend yourself, you should read this \c[4]ALL ABOUT BATTLES\c[0] book I found!\! It's right here next to me if you need it.
message_26:
faceset: 05_MARI_OW
faceindex: 6
text: >
\marNice, you got \c[4]BERLY'S BALL\c[0] back! She's so ecstatic, she even wants to give you something as a thank-you.\!<brl>How rare for her!
# =========================================================================================
# MISSING GRANDSON
# =========================================================================================
message_27:
faceset: 05_MARI_OW
faceindex: 4
text: >
\marOh, no! BASIL's gone missing? His GRANDMA said he was heading to the \c[11]TRAIN STATION\c[0], right?\! That's probably a good place to start.
message_28:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marLooks like BASIL took the \c[4]TRAIN\c[0], so I guess that means you all need a \c[4]TRAIN PASS\c[0]!\! Time to wait in line! Patience is a virtue, you know.
message_29:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marDarn... You can't really look for BASIL until you get that darn \c[4]TRAIN PASS\c[0] first, huh?
message_30:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marSigh... You finally got your \c[4]TRAIN PASS\c[0], but it's too bad that the \c[4]TRAIN\c[0]'s already left.
message_31:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marGuess there's not much else to do here, huh?
# =========================================================================================
# KEVIN
# =========================================================================================
message_32:
faceset: 05_MARI_OW
faceindex: 4
text: >
\marSorry, KEL. I have no idea where \c[13]HECTOR\c[0] is.\! I'm sure he'll turn up eventually...
# =========================================================================================
# DAISY'S DILEMMA
# =========================================================================================
message_33:
faceset: 05_MARI_OW
faceindex: 3
text: >
\marAwww, DAISY is trying to get her crush to notice her with a \c[4]FLOWER PUZZLE\c[0]! How cute!
message_34:
faceset: 05_MARI_OW
faceindex: 3
text: >
\mar\c[4]FLOWER PUZZLES\c[0] are pretty hard to find, but wouldn't it be so worth it?
# =========================================================================================
# WEAK WINDS
# =========================================================================================
message_35:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marKITE KID thinks one of the pinwheels is broken.\! If only someone could climb up one and find out what's wrong...
# =========================================================================================
# TRAIN PASS TROUBLES
# =========================================================================================
message_36:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marIt looks like someone left their \c[4]TRAIN PASS\c[0] in \c[11]OTHERWORLD\c[0]!\! You can get there by climbing up the ladder in \c[11]EAST FOREST\c[0].
message_37:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marWhy don't you try talking to the SPACE PIRATES north of \c[11]OTHERWORLD CAMPSITE\c[0]? They might know a thing or two.
message_38:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marOh no! It looks like SPACE BOYFRIEND's \c[4]SPECIAL MIXTAPE\c[0] was accidentally thrown away!\! It must be somewhere in the \c[11]JUNKYARD\c[0].
message_39:
faceset: 05_MARI_OW
faceindex: 1
text: >
\marThere's a shortcut to the \c[11]JUNKYARD\c[0] from SPACE BOYFRIEND's backyard.\! Sounds like a good idea to start there.
message_40:
faceset: 05_MARI_OW
faceindex: 4
text: >
\marOh no! ROSA has stolen the \c[4]SPECIAL MIXTAPE\c[0] and won't give it back...\! There must be a way to convince her.
message_41:
faceset: 05_MARI_OW
faceindex: 5
text: >
\marBLACKMAIL? How could you??\! You should be ashamed, \n[1]!
message_45:
faceset: 05_MARI_OW
faceindex: 3
text: >
\marHehe, just kidding!
message_46:
faceset: 05_MARI_OW
faceindex: 6
text: >
\marAlright, you finally got the \c[4]SPECIAL MIXTAPE\c[0]!\! Now all you have to do is return it to SPACE BOYFRIEND!
# =========================================================================================
# STICK IN THE MUD
# =========================================================================================
message_47:
faceset: 05_MARI_OW
faceindex: 6
text: >
\marMR. SCARECROW's friends have been scattered around the \c[11]CATTAIL FIELD\c[0].\!<br>You should reunite them soon.\! He seems a little lonely...
# =========================================================================================
# STRANGE REQUEST
# =========================================================================================
message_48:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marTVGIRL asked you to get some things from a \c[4]STRANGE LIST\c[0] with some strange things on it.\! How strange!
# =========================================================================================
# THE B.E.D.
# =========================================================================================
message_49:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marSHADY MOLE is looking for a \c[4]B.E.D.\c[0], right?\! MAYOR MOLE would know all about that! He works with his son in the basement under the school.
message_50:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marMAYOR MOLE seems pretty preoccupied with worrying about his son.\! Maybe he'll help us if we find him first!
message_51:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marAfter an odd set of events, you've gotten yourself a \c[4]B.E.D.\c[0]!\! Is it okay to give it to SHADY MOLE, though?
# =========================================================================================
# TOFU TIDBIT
# =========================================================================================
message_52:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marA very sweaty SPROUT MOLE is looking for some \c[3]TOFU\c[0].\! How do you not have any already? It's literally everywhere!
# =========================================================================================
# CONGRATULATIONS - SPACE EX-BOYFRIEND
# =========================================================================================
message_53:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marGreat job, you guys!\! Thanks to you, all is at peace with<brl>CAPT. SPACEBOY's crew, and you even got your \c[4]TRAIN PASS\c[0]!
message_54:
faceset: 05_MARI_OW
faceindex: 2
text: >
\marIf you hurry, maybe you can make it on the train in time!
message_55:
faceset: 05_MARI_OW
faceindex: 2
text: >
It's too bad that the TRAIN's already left...
# =========================================================================================
# QUEST TRACKER - QUEST COMPLETE
# =========================================================================================
message_42:
faceset: 05_MARI_OW
faceindex: 3
text: >
\marYou completed this quest already!<brl>Looks like you don't need my help after all, hehe.
message_43:
faceset: 05_MARI_OW
faceindex: 3
text: >
# =========================================================================================
# QUEST TRACKER - END
# =========================================================================================
message_44:
faceset: 05_MARI_OW
faceindex: 0
text: >
\marHope to have helped just a little.<brl>I'll be here if you need me!
XX_TAGREJECT#
With the used messages for trying to interact with an object while not the right character are these unused ones:
# -----------------------------------------------
# - IF OMORI
# -----------------------------------------------
message_0:
text: You are not the right person for this task.
# -----------------------------------------------
# - IF AUBREY
# -----------------------------------------------
message_1:
text: AUBREY cannot help here.
# -----------------------------------------------
# - IF KEL
# -----------------------------------------------
message_2:
text: KEL cannot help here.
# -----------------------------------------------
# - IF HERO
# -----------------------------------------------
message_3:
text: HERO cannot help here.
(Source: Eldomtom2)