OMORI_Android/www.eng/Languages/en/black_space_rev.yaml
2024-01-15 18:44:53 +03:00

1109 lines
30 KiB
YAML

#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<OMORI_GAME>\n[8]...
#*OMORI looks up*
message_21:
text: \bas\fn<OMORI_GAME>Please 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: \n<SCRIBBLE>Are you lost?\! Not to worry.\!<br>The red hands know the way back.
message_61:
text: \n<SCRIBBLE>Are you looking for someone?\! Or something?
message_62:
text: \n<SCRIBBLE>Someone's done this before.\!<br>Was it you?\! Was it me?\! Was it the flower boy?
message_63:
text: \n<SCRIBBLE>If you were lost, where would you go?\!<br>Somewhere familiar.\! Somewhere safe, full of good memories.\!<br>If only there were such a place.
message_64:
text: \n<SCRIBBLE>There is nothing here.\! There is nothing left.
message_65:
text: \n<SCRIBBLE>Pitter-patter...\! pitter-patter...
#--------------------------------------------------------------------------------------------
#Required Room 2: Subconscious Spill
#BGM: bs_distance.ogg
#Talk to LOQUACIOUS CAT
message_90:
text: \n<LOQUACIOUS CAT>HI 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: \n<LOQUACIOUS CAT>TWO YARDS OF LEATHER
message_92:
text: \n<LOQUACIOUS CAT>ONE THICK SEWING NEEDLE
message_93:
text: \n<LOQUACIOUS CAT>A TOMATO MADE OF CLOTH
message_94:
text: \n<LOQUACIOUS CAT>A PAIR OF RUSTY SCISSORS
message_95:
text: \n<LOQUACIOUS CAT>A SMALL WOODEN TABLE
message_96:
text: \n<LOQUACIOUS CAT>LOTS AND LOTS OF LITTLE PINS
message_97:
text: \n<LOQUACIOUS CAT>A PAIR OF BIG BEAUTIFUL BUTTONS
message_98:
text: \n<LOQUACIOUS CAT>A 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: \n<BUTLER>MEWO has been very, very bad.
message_150:
text: \n<BUTLER>Waiting for something to happen?
message_151:
text: \n<BUTLER>If you want a way out...
message_152:
text: \n<BUTLER>There 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.\!<br>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<SOMETHING>\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.\|<br>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.\!<br>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.\!<br>Lead the way, OMORI!
#*Walk a bit
message_254:
faceset: MainCharacter_Basil
faceindex: 6
text: \basYou know...\! I think spiders are really misunderstood...\!<br>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...\!<br>I can feel them crawling all over me.\!<br>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?<br>\!How did you find me?
message_291:
faceset: MainCharacter_Basil
faceindex: 1
text: \basAre KEL, AUBREY, and HERO here too?\!<br>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?\!<br>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.\!<br>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.\!<br>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!\!<br>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.\!<br>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...\!<br>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]\!<br>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...\|<br>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\fn<OMORI_GAME>Please, tell them to stop!
message_396:
text: \bas\fn<OMORI_GAME>\{\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!\|<br>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...\!<br>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.\!<br>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\fn<OMORI_GAME>It's just not good enough.
# message_501:
# text: \who\fn<OMORI_GAME>She just needs some rest.
# message_502:
# text: \who\fn<OMORI_GAME>You shouldn't have looked.
# message_503:
# text: \who\fn<OMORI_GAME>She just needs some rest.
# message_504:
# text: \who\fn<OMORI_GAME>This isn't real.
# message_505:
# text: \who\fn<OMORI_GAME>Can you tell us the truth?
# message_506:
# text: \who\fn<OMORI_GAME>This isn't real.
# message_507:
# text: \who\fn<OMORI_GAME>This 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?\!<br>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.