# ========================================================================================= # 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?
\!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.\!
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\quake[1]W-Whoa, anyone else feel that?\quake[0]\her #AUBREY looks at HERO #message_25: # faceset: MainCharacters_DreamWorld # faceindex: 7 # text: \fn\quake[1]Yeah, everything feels fuzzy all of a sudden...\quake[0]\aub #message_26: # faceset: MainCharacters_DreamWorld # faceindex: 31 # text: \fn\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...\!
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\quake[1]Oof...\! There's that fuzzy feeling again...\quake[0]\kel # message_51: # faceset: MainCharacters_DreamWorld # faceindex: 48 # text: \fn\quake[1]Just hold on a bit longer...
We should...\! get used to it eventually...\her\quake[0] # message_52: # faceset: MainCharacters_DreamWorld # faceindex: 4 # text: \fn\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\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: \fnDarn...\! I guess it's locked.\kel # message_71: # faceset: MainCharacters_DreamWorld # faceindex: 4 # text: \fnWhere do you think it goes to?\!
Do you think BASIL is in there?\aub # message_72: # faceset: MainCharacters_DreamWorld # faceindex: 40 # text: \fnPossibly...\! Although, I have a feeling that wherever it leads to will be dangerous...\her # message_73: # faceset: MainCharacters_DreamWorld # faceindex: 5 # text: \fnBut BASIL is our friend! We have to do something...\aub # message_107: # faceset: MainCharacters_DreamWorld # faceindex: 30 # text: \fnMove over, OMORI! I'm goin' in!\kel # message_74: # faceset: MainCharacters_DreamWorld # faceindex: 30 # text: \fn\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\{\Com[2]Whoa, KEL!\! Are you okay!?\}\her # message_75: # faceset: MainCharacters_DreamWorld # faceindex: 10 # text: \fn\{\Com[2]What are you doing, you dummy!?\}\aub # message_76: # faceset: MainCharacters_DreamWorld # faceindex: 33 # text: \fn\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\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...\!
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!
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...\!
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!
We should hurry and go look for them.\aub #message_100: # faceset: MainCharacters_DreamWorld # faceindex: 5 # text: I'm...\! I'm worried about BASIL... \!
He doesn't...\! do well on his own...\aub #message_101: # faceset: MainCharacters_DreamWorld # faceindex: 30 # text: Don't worry, AUBREY!\!
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.
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.