#BLACK SPACE REVAMP GUIDE #-------------------------------------------------------------------------------------------- #THE HOLE IN BASIL'S HOUSE: #The black letters cause the hole in BASIL's house to get bigger. #1 necessary Black letter- Map431 #No BGM #6 Black letters - Map432, Map357 #BGM: Duet #If you examine the hole: message_1: text: The floor is sinking. #All necessary Black letters - Map 434, Map 358 #No BGM #-------------------------------------------------------------------------------------------- #BEFORE SW STAGE HOLE: #As you attempt to leave the stage, #BASIL calls in for help. message_20: text: \bas\fn\n[8]... #*OMORI looks up* message_21: text: \bas\fnPlease don't...\| leave me alone...\| again... #*Camera pans to hole* #*Then back to party* message_22: faceset: MainCharacters_DreamWorld faceindex: 4 text: \aubWhat's the matter, OMORI?\! Is there something wrong? #Examine Hole: message_23: text: It's a long way down...\| Do you want to jump? #-------------------------------------------------------------------------------------------- #BLACK SPACE #Gameplay: #In Black Space Entrance, there will be many black doors and no footprints. #Instead, going through any black door in Black Space Entrance will teleport the player to the same Required Room. #There are 6 Required Rooms before you enter the room with BASIL. #The player will be teleported to them chronologically from 1-6 each time they enter a black door. In the true route, the basil deaths will happen the same way. #Once the PLAYER enters a Required Room, the door back should disappear, forcing the Player to leave by coming in contact with a RED HAND or using STAB, which teleports OMORI back to the blanket in Black Space Entrance. #There should be one or more RED HANDS placed in each area. #Essentially, the PLAYER isn't required to go through the contents of the Required Rooms to progress the game if they STAB themselves as soon as they enter, which is fine. #Inside the required rooms will be hidden ways to discover other parts of Black Space (the parts we have previously created). I will create a guide on how to split up those areas and input them later. #-------------------------------------------------------------------------------------------- #Black Space Entrance: #The lightbulb is missing. Flavor Text: message_40: text: A loose wire.\! There is no \c[4]LIGHT BULB\c[0] here. #The laptop is smashed outside of the blanket. Flavor Text: message_41: text: Some KEYS are missing. #Sketchbook shows scribbled out drawings, same way as White Space. #Laptop replaced with picnic basket. Flavor Text: message_42: text: A picnic basket.\! Do you want to save? #*Open up save menu #-------------------------------------------------------------------------------------------- #Required Room 1: Empty Field #BGM: bs_drone.ogg #Ghostlike creatures wander in an empty field map. (Map265) #If you talk to one, they will say 1 of these messages in chronological order. After you've gone through all of the text, they will say “Pitter-patter” indefinitely. message_60: text: \nAre you lost?\! Not to worry.\!
The red hands know the way back. message_61: text: \nAre you looking for someone?\! Or something? message_62: text: \nSomeone's done this before.\!
Was it you?\! Was it me?\! Was it the flower boy? message_63: text: \nIf you were lost, where would you go?\!
Somewhere familiar.\! Somewhere safe, full of good memories.\!
If only there were such a place. message_64: text: \nThere is nothing here.\! There is nothing left. message_65: text: \nPitter-patter...\! pitter-patter... #-------------------------------------------------------------------------------------------- #Required Room 2: Subconscious Spill #BGM: bs_distance.ogg #Talk to LOQUACIOUS CAT message_90: text: \nHI IM LOQUACIOUS CAT ASK ME ANYTHING #Choices message_101: text: What is the meaning of life? message_102: text: Why are we here? message_103: text: What is the meaning of true love? message_104: text: How can I achieve happiness? message_105: text: Does free will exist? message_106: text: What happens after you die? message_107: text: Is cereal a soup? #Random Answer Pool: message_91: text: \nTWO YARDS OF LEATHER message_92: text: \nONE THICK SEWING NEEDLE message_93: text: \nA TOMATO MADE OF CLOTH message_94: text: \nA PAIR OF RUSTY SCISSORS message_95: text: \nA SMALL WOODEN TABLE message_96: text: \nLOTS AND LOTS OF LITTLE PINS message_97: text: \nA PAIR OF BIG BEAUTIFUL BUTTONS message_98: text: \nA BAGFUL OF WHITE COTTON #Most things in this area should say: message_99: text: You are far away from home. #Houses with small doorways: message_100: text: Too small. #-------------------------------------------------------------------------------------------- #Required Room 3: Suspense Room #BGM: bs_fleur.ogg #Most Things: message_123: text: So much pain...\| so much pain...\| so much pain... ##-------------------------------------------------------------------------------------------- #Required Room 4: Cat Dissection #BGM: bs_56_12_2.ogg #Player enters from the top door of an operating room with a cat on the table. #A spotlight goes on the table. #There's a cat butler that acts as the assistant. He doesn't have to change direction. #Talk to BUTLER: message_140: text: \nMEWO has been very, very bad. message_150: text: \nWaiting for something to happen? message_151: text: \nIf you want a way out... message_152: text: \nThere always is one...\| but... #Examine Table: message_141: text: MEWO stares at you.\! She does not know what is happening. message_142: text: Do you want to cut open MEWO? #[YES] message_143: text: MEWO stares at you.\! She tilts her head out of curiosity. #Do you want to cut open MEWO? #[YES] message_144: text: MEWO stares at you.\! Her eyes widen.\! She wants to go now. #Do you want to cut open MEWO? #[YES] message_145: text: MEWO stares at you.\! She struggles to break free. #Do you want to cut open MEWO? #[YES] message_146: text: MEWO stares at you.\! Her eyes are filled with desperation. #Do you want to cut open MEWO? #[YES] message_147: text: MEWO stares at you.\!
She tries to scream, but there is no sound. #Do you want to cut open MEWO? #[YES] message_148: text: MEWO stares at you.\! She does not know what is happening. #Do you want to cut open MEWO? #[YES] #*When MEWO is cut open, it makes a violin SFX.* message_149: text: You cut open MEWO. #-------------------------------------------------------------------------------------------- #Required Room 5: Forest of Stumps #BGM: bs_glade.ogg #As the Player walks more to the right, the dialogue will pop up more often and become more intense, switching to the dialogue with more words. #Dialogue: message_170: text: Liar. #Dialogue: message_171: text: Liar. Liar. Liar. #Dialogue: message_172: text: Liar. Liar. Liar. Liar. Liar. Liar. Liar. Liar. Liar. Liar. Liar. Liar. #There should be Something enemies in this map as well. #In battle, they will also say: Liar. Liar. Liar. #When you enter a battle with Something, it does not change the BGM. #When Player reaches the end of the stump path, something is hovering over one of the stumps. It will say: message_173: text: \n\n[8]...\| I love you... #Then it will start following you and every 6 seconds it will repeat the message. It will disappear if you leave the map. message_174: text: Do you want to jump? #-------------------------------------------------------------------------------------------- #Required Room 6: Temple #BGM: bs_orchard.ogg #It's snowing on this map. #There are few lil basil's on the path. #There's a flower crown. Flavor text: message_189: text: Do you want to pick up the \c[4]FLOWER CROWN\c[0]? message_190: text: A \c[4]FLOWER CROWN\c[0].\! It has been preserved by the cold. message_191: text: You got a \c[4]FLOWER CROWN\c[0]. #There's an abandoned church on top of the hill. #The back parallax should be either basil_something (maybe remina). #Enter the abandoned church to find Basil. #-------------------------------------------------------------------------------------------- #TRUE ROUTE - THE FIRST BASIL DEATH: #BGM: bs_temple.ogg #BASIL without flower crown is hanging where the crucifix is in the empty church. #There is a staircase leading up to him. #Camera pans to BASIL. message_192: text: \basOMORI...\| You're here... #Camera pans to OMORI, giving PLAYER control. #Talk to BASIL message_194: text: \bas\n[8]...\| Why did it end up like this? #*Something sucks in BASIL a little* #Talk to BASIL message_195: text: \bas\n[8]... #*Something sucks in BASIL a little* #Talk to BASIL message_196: text: \bas\n[8]...\| \n[8]... #*Something sucks in BASIL a little* #Talk to BASIL message_197: text: \basOMORI...\| OMORI...\| OMORI... #*Something completely sucks in BASIL* #Examine BASIL's something: message_198: text: Do you want to follow BASIL? #[YES/NO] #[YES] #OMORI is sucked into BASIL's Something and is teleported to the dark Lamp Room. #BGM: event_bad_morning.ogg #Shadow BASIL is staring outside the window. #Camera pans to message Basil message_199: faceset: MainCharacter_Basil faceindex: 10 text: \basThere's something out there.\|
It's calling me...\| and it's calling you too. #PLAYER regains control. #Talk to BASIL #BASIL turns to face PLAYER* message_200: faceset: MainCharacter_Basil faceindex: 10 text: \basLet's go together. #BGM fades out. #BASIL opens the door. #As he opens the door, fear border surrounds the screen. #Black arms grab BASIL as he tries to escape. message_201: text: \bas\com[2]\{\{\quake[1]OMORI! HELP!! #He runs back and tries to claw his way out, but is unsuccessful and leaves scratch marks on the floor. #He is dragged out by the black hands. #The door shuts, then everything disappears. #PLAYER is in a completely black space that loops with nothing around. #BGS: boss_something_heartbeat.ogg #PLAYER must stab himself. (Heartbeat BGS stops) #-------------------------------------------------------------------------------------------- #Note: After this point, once BASIL joins your party, STAB option should be blacked out. #-------------------------------------------------------------------------------------------- #TRUE ROUTE - WATERMELON BASIL DEATH: #BGM: bs_bloom.ogg #PLAYER ends up in Black Space Entrance. #He must go through another door, which will be a watermelon patch. #This map has a fixed camera (like the gate) #When entering proximity of BASIL without flower crown: message_220: text: \basOMORI... You came back for me! message_221: text: \basIs that my \c[4]FLOWER CROWN\c[0]?\! I'm so glad you found it. message_222: text: You gave BASIL back his \c[4]FLOWER CROWN\c[0]. message_223: faceset: MainCharacter_Basil faceindex: 1 text: \basLet's get out of here...\! I'll follow your lead! message_224: text: BASIL joined your party. message_225: faceset: MainCharacter_Basil faceindex: 2 text: \basGrowing watermelons here has been fun, but I really miss my flowers back at home...\! How are they doing?\! Did you take care of them while I was gone? Hehe... message_226: faceset: MainCharacter_Basil faceindex: 1 text: \basWatermelons sure are delicious! message_227: faceset: MainCharacter_Basil faceindex: 2 text: \basWe used to cut them up and eat them all the time at the beach!\! I can still see KEL with those watermelon seeds all over his face, haha... message_228: faceset: MainCharacter_Basil faceindex: 1 text: \basSummer vacation with friends was the best, wasn't it? #The scenery slowly disappears and the map turns into the empty map with just watermelons. #One of the watermelons will break BASIL. While this happens, BGM immediately stops. #After this, a RED HAND will appear on the map. #After 6 seconds, BGS: boss_something_heartbeat.ogg will start looping until you use STAB. #STAB or use RED HAND to go back to BLACK SPACE Entrance. #-------------------------------------------------------------------------------------------- #TRUE ROUTE - SPIDER BASIL DEATH: #BGM: bs_5ths.ogg message_250: faceset: MainCharacter_Basil faceindex: 2 text: \basOh, thank goodness you're here, OMORI.\!
I thought I was gonna be stuck here forever. message_251: faceset: MainCharacter_Basil faceindex: 1 text: \basPhew...\! That feels so much better. message_252: faceset: MainCharacter_Basil faceindex: 0 text: \basI can't believe you came here to save me.\! I missed you so much! message_253: faceset: MainCharacter_Basil faceindex: 1 text: \basNow that you're here, I can finally go home.\!
Lead the way, OMORI! #*Walk a bit message_254: faceset: MainCharacter_Basil faceindex: 6 text: \basYou know...\! I think spiders are really misunderstood...\!
They might look kind of scary, but they never attack humans unless they feel threatened. message_255: faceset: MainCharacter_Basil faceindex: 1 text: \basNot to mention they're also one of my biggest helpers when I'm gardening, since they eat a lot of the pests that can hurt my plants.\! It's all about the balance of nature! message_256: faceset: MainCharacter_Basil faceindex: 0 text: \basI remember a while back...\! You told me that a big spider fell on your shoulder just as you were about to dive into the lake at our secret hangout spot! message_257: faceset: MainCharacter_Basil faceindex: 2 text: \basI know that the spider must have looked so scary to you, but I promise that you probably looked a lot scarier to the spider!\! No offense, of course... Haha... #*Walk more message_258: faceset: MainCharacter_Basil faceindex: 3 text: \basThere's so many spiders here all of a sudden...\!
I can feel them crawling all over me.\!
Maybe they're just saying hello? message_259: faceset: MainCharacter_Basil faceindex: 1 text: \basHi, spiders! It's me, your friend BASIL! #*Walk more message_260: faceset: MainCharacter_Basil faceindex: 3 text: \bas\com[2]Ack! They're biting me! message_261: faceset: MainCharacter_Basil faceindex: 4 text: \basOh... I'm probably just scaring them. message_262: faceset: MainCharacter_Basil faceindex: 2 text: \basThere there, spiders. It's okay!\! I'm not here to hurt you! #*Walk more message_263: faceset: MainCharacter_Basil faceindex: 3 text: \basThere's so many of them... I can't get them off! #BASIL looks around. message_264: faceset: MainCharacter_Basil faceindex: 4 text: \basUgh... #BASIL sprite goes into fetal position. message_265: faceset: MainCharacter_Basil faceindex: 4 text: \basOMORI... #OMORI steps back. message_266: faceset: MainCharacter_Basil faceindex: 5 text: \basOMORI...\| Please...\| help... #BASIL is eaten. #After 6 seconds, BGS: boss_something_heartbeat.ogg will start looping until you use STAB. #STAB or use RED HAND to go back to BLACK SPACE Entrance. message_267: text: A dead spider.\! It has passed from sadness. message_268: text: The baby spiders grieve their mother's death. message_269: faceset: MainCharacter_Basil faceindex: 3 text: \basUmm...\! OMORI? Aren't you forgetting someone? #-------------------------------------------------------------------------------------------- #TRUE ROUTE - ELEVATOR BASIL DEATH: #BGM: bs_nawa.ogg message_290: faceset: MainCharacter_Basil faceindex: 2 text: \basAh... OMORI! Is it really you?
\!How did you find me? message_291: faceset: MainCharacter_Basil faceindex: 1 text: \basAre KEL, AUBREY, and HERO here too?\!
I've missed you all so much! message_292: faceset: MainCharacter_Basil faceindex: 0 text: \basI'm glad the treehouse is still standing.\! Everyone worked really hard to make it together. message_293: faceset: MainCharacter_Basil faceindex: 6 text: \bas...\! Huh?\! Wait, what am I talking about? message_294: faceset: MainCharacter_Basil faceindex: 2 text: \basLet's go home, OMORI. #*On the way down from the top point of the construction, an elevator comes up. message_295: faceset: MainCharacter_Basil faceindex: 0 text: \basAn elevator?\! I wonder where it leads to.\! Maybe it can take us back home! #*Go into elevator. #*Rest is same as before. End up in same map you came from. #After 6 seconds, BGS: boss_something_heartbeat.ogg will start looping at 50% or so until you use STAB. #STAB or use RED HAND to go back to BLACK SPACE Entrance. message_296: text: A not-so-comfortable bed.\! Would you like to go to sleep? #-------------------------------------------------------------------------------------------- #TRUE ROUTE - RAFT BASIL DEATH: #BGM: bs_jungle_cruise.ogg message_320: text: \basOMORI...\! Psst...\! OMORI!\! I'm right here! #BASIL comes out from the stump. message_321: faceset: MainCharacter_Basil faceindex: 1 text: \basTa-da!\! Surprised to see me?\!
I've been hiding out in this stump since I got here. message_322: faceset: MainCharacter_Basil faceindex: 6 text: \basI'm not the best at defending myself, but I think I'm pretty good at surviving at least. message_323: faceset: MainCharacter_Basil faceindex: 2 text: \basAnyway... I knew you would come save me, OMORI!\! And I'm sure we will be able to make it out of this place now that you're here. message_324: faceset: MainCharacter_Basil faceindex: 1 text: \basThis place seems a little dangerous, but... I trust you. #*walk a bit before getting on raft* message_325: faceset: MainCharacter_Basil faceindex: 4 text: \basH-Hey, OMORI...\! You're acting kind of cold.\!
Did I do something wrong? #While walking, OMORI finds a raft. message_326: text: Do you want to take the raft? #[YES/NO] #[YES] #Raft scene (same as before) #After screen turns black, PLAYER gets off raft at the same place he got on. #You can take the raft again with basil's body still on it, but nothing happens. #Heartbeat no longer plays. #STAB or use RED HAND to go back to BLACK SPACE Entrance. #-------------------------------------------------------------------------------------------- #TRUE ROUTE - FRIENDS BASIL DEATH: #BGM: bs_friend1.ogg message_350: faceset: MainCharacter_Basil faceindex: 1 text: \basOMORI, you're here! message_351: faceset: MainCharacter_Basil faceindex: 2 text: \basOh... I'm so relieved. message_352: faceset: MainCharacter_Basil faceindex: 6 text: \basI tried finding my way out, but... I kept getting lost over and over. message_353: faceset: MainCharacter_Basil faceindex: 4 text: \basI'm sorry...\! You must be tired of saving me all the time.\! Maybe I should have tried harder. message_354: faceset: MainCharacter_Basil faceindex: 1 text: \basAnyway, everything is fine now that you're here.\!
Let's go home! #*Walk a bit message_355: faceset: MainCharacter_Basil faceindex: 2 text: \basThe whole time I've been here, I've been looking through my \c[4]PHOTO ALBUM\c[0] to keep me company. message_356: faceset: MainCharacter_Basil faceindex: 1 text: \basWhen I was feeling scared, I would look at all our happy memories together.\! It really helped me keep my hopes up! message_357: faceset: MainCharacter_Basil faceindex: 0 text: \basI feel like there are some photos missing, but maybe I'm just imagining things... message_358: faceset: MainCharacter_Basil faceindex: 1 text: \basHow are AUBREY, KEL, and HERO anyway?\! I hope you all didn't worry too much about me.\! I can't wait to see everyone again! #*HERO comes message_359: faceset: MainCharacter_Basil faceindex: 2 text: \basHERO?\! Is that you? message_360: faceset: MainCharacter_Basil faceindex: 1 text: \basOMORI! Look it's HERO!\!
You didn't tell me everyone was already here! message_361: faceset: MainCharacter_Basil faceindex: 2 text: \basCome on! Let's follow him! #Beat-Up Scene (Same as before) message_362: faceset: MainCharacter_Basil faceindex: 1 text: \basKEL!\! AUBREY!\! It's so good to see you, guys! message_363: faceset: MainCharacter_Basil faceindex: 2 text: \basHow have you been?\! Did you miss me? Hehe... message_364: faceset: MainCharacter_Basil faceindex: 3 text: \basW-Wait...\! What...\! What are you guys doing? message_365: faceset: MainCharacter_Basil faceindex: 3 text: \basOMORI- #After beating up BASIL, you can still talk to the party members: message_366: faceset: MainCharacters_DreamWorld faceindex: 13 text: \aubHi OMORI! We were hoping that you'd come by soon.\!
Wanna play cards with us? We were just about to start another game! message_367: faceset: MainCharacters_DreamWorld faceindex: 50 text: \her\n[3] and \n[2] have been fighting a lot again...\!
You would think they'd get tired of it after a while, but they're both just so full of energy. message_368: faceset: MainCharacters_DreamWorld faceindex: 34 text: \kel\SINV[1]Maaaaaaannnnnnnnnnnnn...\sinv[0]\!
AUBREY always gets what she wants... #Heartbeat no longer plays. #STAB or use RED HAND to go back to BLACK SPACE Entrance. #-------------------------------------------------------------------------------------------- #TRUE ROUTE - RED SPACE: #BGM: bs_listening.ogg #When you STAB or use RED HAND, you enter a map with the hands parallax. #At the end of the map is BASIL, who is being held by the RED HANDS. #There are drag marks on the floor (same one as from the lamp room). message_391: text: \basI'm...\| I'm so sorry...\| Will you forgive me?\| My best friend... message_392: text: \basPlease, it hurts...\|
Tell them to let go. #RED HANDS pull BASIL up. message_393: text: \bas\com[2]W-Wait! What are you doing!? message_394: text: \basTell them to stop! #*BASIL struggles. message_395: text: \bas\fnPlease, tell them to stop! message_396: text: \bas\fn\{\com[2]\quake[1]HELP ME!!! #OMORI stabs BASIL (no PLAYER control) #BASIL falls to the floor. (Maybe BGM doesn't stop) #*OMORI steps over BASIL and walks up the staircase. #*The RED hands form the way up and OMORI takes his throne. #-------------------------------------------------------------------------------------------- #NEUTRAL ROUTE - THE FIRST BASIL + SOMETHING CHASE: #After grabbing Basil, it will say: message_410: text: BASIL joined the party. #(During this time, switch the church map to an alternate longer map) #The camera pans up back to the Something shape. #Something shows its eyes and mouth and begins to chase OMORI and BASIL. #Start playing BGM: bs_loop5.ogg #At the bottom of the map is Player's Something, which blocks your way no matter where you go (like SNALEY). So you have no choice but to run into him. #PLAYER (not OMORI) is in a room with just SOMETHING in the spotlight. #PLAYER walks up to SOMETHING and examines it to start the fight. #During the Something fight, Player's skills are taken away one by one. Player is defeated by Something and is taken to the game over screen. #When on the game over screen, select “Retry” to come back as OMORI instead of PLAYER. #OMORI fights SOMETHING and defeats it. #Note: OMORI should learn a special skill that utilizes RED HANDS #When Something is defeated, OMORI wakes up. message_411: text: \basOMORI! OMORI!\! Wake up! message_412: text: \basThere's light coming from the ceiling!\|
Do you think it's a way out? #RED HANDS come closer. message_413: faceset: MainCharacter_Basil faceindex: 6 text: \bas...\! OMORI? message_414: text: \bas...\| OMORI...\| You're so heavy... message_415: text: \basCome on...\| Up the stairs you go... message_416: faceset: MainCharacter_Basil faceindex: 1 text: \basPhew... Thank goodness you're awake. message_417: faceset: MainCharacter_Basil faceindex: 2 text: \basAre you hurt at all?\! I was trying to pull you toward this white light at the top of the staircase... message_418: faceset: MainCharacter_Basil faceindex: 1 text: \basI get a really nice and warm feeling from it...\!
Let's go up together! #OMORI wakes up and looks up. #The RED HANDS form a staircase. #The staircase goes into a white light, then PLAYER and BASIL come out through a few different maps with different parallaxes (music changes every time), then lastly a space parallax. Should feel very magical. #At the end of the RED HANDS staircase in the space parallax map is NEIGHBOR'S BEDROOM map. #-------------------------------------------------------------------------------------------- #SLEEPYTIME: #Map: Neighbor's Bedroom #Activation: Exit Black Space after saving Basil #BGM: playing_forever.ogg #In this map, there are 6 beds. #MARI, HERO, KEL, and AUBREY are already sleeping in theirs. #You look at the RED HANDS. The RED HANDS will leave, so there will no longer be a staircase down. #BASIL will look at you and then walk to his bed and go to sleep. #When you go to sleep, you wake up in FA. #*One day left... Slide shows* message_420: text: \aub\sinv[1]...\| Let's go on an adventure, OMORI...\| Just...\| the two of us... message_421: text: \sinv[1]Snore...\| Snore...\| Snore...\| Snore...\kel message_422: text: \kel\sinv[1]Snore...\| Come on, OMORI...\| Just five more minutes... message_423: text: \her\sinv[1]...\| Who wants...\| a group hug? message_424: text: \bas\sinv[1]...\| We can rest now, OMORI...\| All our friends are here... message_425: text: \mar\sinv[1]...\| I'll always be there to protect you...\| little brother... message_426: text: MARI's fruit basket.\! Always full. message_427: text: A blender. message_428: text: Flowers for everyone. message_429: text: A potted plant. message_430: text: A toaster. message_431: text: Some party hats. message_432: text: There's a movie on TV.\!
Four girls are performing a rock song for a festival. #------------------------------------------------------------------------------------------ #NEUTRAL ROUTE - DAYTIME HALLUCINATIONS #*Player wakes up & plays cleaning mini-game sorting boxes with Something watching over him all day* #There should be various spooks around the house that puts the player at unease. #Something's appear in the “black area” around the interior maps. #*After cleaning, player goes to sleep. #*Omori saves Player animation plays. #*Then slides: Welcome to White Space. #*You have been here for as long as you can remember. #*The laptop is still working like the first time you go there (before black letters) #*You can enter through the white door and go to Neighbor's Room. #-------------------------------------------------------------------------------------------- #BASIL'S MEMORIES: #*After being caught by the spotlights, PLAYER has a falling animation before he arrives into Red Room. #*Make it mandatory to have the photos sorted in the book during basil's memories. Sorting album pops up every time you get a photo. #when you screw in the light bulb, have a slide of the lightbulb flickering, and then turning on (white_lightbulb[3x1].png) # -------------------------------------------------------------------------------------------- #CROSSROADS: #*Make sure you can access FA album with [Q] and BS album with [W] #*Streetlights with memories should be timed so that they light up as PLAYER is running. PLAYER shouldn't have to walk back to “catch” the spotlight. # -------------------------------------------------------------------------------------------- #message_500: # text: \who\fnIt's just not good enough. # message_501: # text: \who\fnShe just needs some rest. # message_502: # text: \who\fnYou shouldn't have looked. # message_503: # text: \who\fnShe just needs some rest. # message_504: # text: \who\fnThis isn't real. # message_505: # text: \who\fnCan you tell us the truth? # message_506: # text: \who\fnThis isn't real. # message_507: # text: \who\fnThis is the only way. # -------------------------------------------------------------------------------------------- #BLANK FACES message_500: faceset: MainCharacter_Mari faceindex: 35 text: \mar message_501: faceset: MainCharacter_Mari faceindex: 34 text: \her message_502: faceset: MainCharacter_Mari faceindex: 33 text: \kel message_503: faceset: MainCharacter_Mari faceindex: 32 text: \aub message_504: faceset: MainCharacter_Mari faceindex: 28 text: \bas message_505: faceset: MainCharacter_Mari faceindex: 29 text: \bas message_506: faceset: MainCharacter_Mari faceindex: 30 text: \mar message_507: faceset: MainCharacter_Mari faceindex: 31 text: \mar #---- message_665: text: \whoDo you want to be asleep or awake?\!
There are only two options. message_666: text: \whoWell...\! There always is another...\| but... #----- message_667: text: \whoStay away...\| You are not my son... message_668: text: \whoWhy...\| Why won't you fall? message_670: text: There is no \c[4]LIGHT BULB\c[0] here.