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User:Eldomtom2/Sandbox

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Omori unused text.

Text extracted September 2022, there may be more unused text in earlier versions.

Contents

Text files

The text in Omori is split into a lot of files. From the filenames and developer messages in them it seems it was common for new content to be added to a new file instead of an existing one. Here is a listing of all the text files and what parts of the game they have text for:

File Text for
00_template Empty template for dialogue files
01_cutscenes_neighbors Opening scenes in Neighbor's Room and Forest Playground
01_map_whitespace Opening scenes in White Space
02_cutscenes_hideandseek Text for an unused earlier version of the Self-Help Guide and an empty heading for the Hide and Seek cutscene
02_cutscenes_lostball Berly's Lost Ball sidequest
02_map_neighborsroom Flavor text for Neighbor's Room objects and party member dialogue for opening scenes in Neighbor's Room and Forest Playground
03_cutscenes_basil Opening scenes at Basil's House
04_cutscenes_blackletters Scrapped introduction to the "Blackletters", an earlier version of Hangman
05_cutscenes_spaceboyfriend Introductory scenes to Captain of the Space Pirates quest
06_cutscenes_junkyard Junkyard cutscenes
07_cutscenes_spaceexboyfriend Cutscene before Space Ex-Boyfriend battle
08_cutscenes_captspaceboy Cutscene after Space Ex-Boyfriend battle
09_cutscenes_hobbeez Meeting Kel and going to Hobbeez
10_cutscenes_fakeknifefight Meeting Aubrey and Basil in the park
11_cutscenes_stolenalbum_pt1 Basil asks Sunny and Kel to retrieve the photo album, cutscenes before and after Charle and Angel fight, cutscenes before and after Maverick fight
12_cutscenes_stolenalbum_pt2 Cutscenes before and after Kim and Vance fight, finding Aubrey at church
13_cutscenes_dinneratbasils Aubrey throwing the album in the trash and Kel and Sunny retrieving it, having dinner at Basil's house, Kel saying goodbye for the day
14_cutscenes_sweetheartquest Entering Neighbor's Room during Three Days Left, the four Sprout Moles with tickets, Pyrefly Forest intro cutscene, Sweetheart's Quest for Hearts until blackout, the power room in Sprout Mole Village
15_cutscenes_herothebachelor The rest of Sweetheart's Quest for Hearts, dungeon cutscenes
16_cutscenes_thewedding Cutscenes before and after Sweetheart battle
17_cutscenes_pollysworry Meeting Kel again on Two Days Left, the Hooligans in Gino's Pizza, some of Kel's dialogue while shopping, entering Kel's house and meeting Sally, Polly asks Sunny and Kel to search for Basil
18_cutscenes_secretlake Cutscenes before and after fight with the Hooligans at the Hangout Spot, cutscene after Hero rescues Sunny and Basil, taking Basil back home
19_cutscenes_kelshouse Cutscenes in Kel's house after rescuing Basil
20_cutscenes_sleepover Kel and Hero sleeping over
21_cutscenes_lastresort Last Resort elevator floors, Last Resort cutscenes
22_cutscenes_humphrey Meeting Sweetheart in Deep Well, Humphrey introduction cutscenes
23_cutscenes_slimegirls Sweetheart cutscenes in Humphrey, cutscenes before and after Roboheart battle
24_cutscenes_finalboss Cutscenes before and after Slime Girls battle, cutscenes before and after Humphrey battle, cutscene after leaving Humphrey
25_cutscenes_blackhole Scrapped cutscene for getting all Blackletters, scrapped cutscene for finding Basil in Black Space, scrapped cutscene for leaving Black Space with Basil, scrapped cutscene where Basil takes Headspace party's photo after his rescue, generic lines for Headspace Basil on Hikkiomori route, nighttime scene during Kel and Hero's sleepover in piano room
26_cutscenes_aubrey Opening cutscene on One Day Left, visiting Aubrey's house
27_cutscenes_treehouse Cutscene when exiting Aubrey's house, visiting Basil's house and finding out he's at the hospital, entering Sunny's house with Aubrey, Kel, and Hero, entering Sunny's backyard, entering the treehouse
28_cutscenes_helpbasil Returning to Basil's house after visiting the treehouse, staying overnight at Basil's house
29_cutscenes_basilsplea Cutscene before Basil fight, Basil and Mari dialogue during "Memory House" sequence, Neutral Route ending dialogue
ALBUM Descriptions for the photos in all versions of Basil's album
ALBUM_test Slightly different earlier versions of the photo descriptions for the Faraway and Headspace versions of Basil's album, used for testing
art_sculpture Dialogue and flavor text for Rococo and the Gator Guy sculptor and their associated scenes
basils_deathtrap Dialogue for an earlier version of the sequences involving Basil in Black Space, plus some other Black Space dialogue and flavor text
basils_finalmemories Dialogue for Memory Lane sequence
basils_memories Flavor text for "Memory House" and Memory Lane sequences, dialogue for Truth sequence
basils_path Cutscenes during trip to Basil's house in Headspace
battle_book Text for the Self-Help Guide
Bestiary Text for the Foe Facts journal
black_space_flavor_text Flavor text and dialogue for Black Space 2
black_space_rev Flavor text, dialogue, and extensive dev notes for the Black Space sequence used in the final game, as well as some dev notes for the Truth and Memory Lane sequences, plus dev notes for the One Day Left sequence on the Hikkiomori route
blackjack_minigame Text for the blackjack minigame
blackspace_intro Entirely scrapped earlier Black Space introduction
breaktime_chatter Dialogue for the "Breaktime" events at Mari's picnics
bs_basils_shadow Dialogue for the Strangers in Black Space
Database Seems to be some sort of unused default RPG Maker file
dreamworld_extras_blackspace Various pieces of Headspace dialogue hinting at the existence of Black Space, Hitchhiker's dialogue, Yellow Cat's dialogue in Hikkiomori route
dreamworld_extras_dinosdig Dino's Dig dialogue and flavor text
dreamworld_extras_doomtomb Breaven dialogue and flavor text
dreamworld_extras_misc Various pieces of Headspace dialogue and flavor text, most notably the Weeping Willow quest and the introduction to Otherworld
dreamworld_extras_objectflavor Entirely unused
dreamworld_extras_pyrefly Two lines of flavor text for Pyrefly Forest
dreamworld_extras_shop Dialogue for Headspace shopkeepers
dreamworld_extras_slimegirls Hikkiomori route Perfectheart dialogue and Captain Spaceboy's sole line in the Mustard Sub
dreamworld_lost_forest Dialogue and flavor text for Lost Forest
dreamworld_npc_dialogue A few pieces of dialogue for Neighbor's Room and Forest Playground, plus Berly teaching Aubrey the Headbutt skill
dreamworld_npc_dialogue_forgottenpier Two pieces of dialogue for North Lake
dreamworld_npc_dialogue_frozenforest Dialogue and flavor text for Frozen Lake and Snowglobe Mountain
dreamworld_npc_dialogue_lastresort Dialogue for Last Resort and Underwater Highway
dreamworld_npc_dialogue_orangeoasis Dialogue for Orange Oasis
dreamworld_npc_dialogue_otherworld Dialogue and flavor text for Otherworld
dreamworld_npc_dialogue_pinwheel Dialogue for the Train Station and the Wise Rock's dialogue
dreamworld_npc_dialogue_playground Dialogue for Forest Playground and Last Resort
dreamworld_npc_dialogue_pyrefly_doomtomb Biscuit & Doughie's three Last Resort dialogue lines
dreamworld_npc_dialogue_slimegirls Dialogue and flavor text for Humphrey's inside
dreamworld_npc_dialogue_sproutmole_sweetheart Dialogue and flavor text for Sprout Mole Village and Sweetheart's Castle
dreamworld_npc_dialogue_sweetheart More dialogue and flavor text for Sweetheart's Castle
dreamworld_npc_dialogue_whitespace A few lines of dialogue and flavor text for White Space and Neighbors' Room
dw_boss_rush Dialogue and flavor text for the Boss Rush and the Pluto+Earth rematch
dw_flavor_text Various pieces of flavor text for Headspace
dw_hero_charm Various pieces of dialogue for characters that will give the party a reward if talked to as Hero
dw_map_of_truth Dialogue for the disembodied voice in Deeper Well and the Strangers in Black Space, plus a few lines of flavor text for Black Space
fa_fridges Flavor text for the fridges in Faraway Town
fa_map_flavor Flavor text for Faraway Town
faraway_conditional Unused text for Headspace during the regular route
faraway_kels_room Cutscene when entering Kel's room on One Day Left
faraway_something_about_basil Cutscene in Sunny's back yard on One Day Left
farawaytown_day3_friends Various One Day Left cutscenes
farawaytown_dialogue_day1_day Three Days Left NPC dialogue
farawaytown_dialogue_day1_sunset Three Days Left NPC dialogue
farawaytown_dialogue_day2_day Two Days Left NPC dialogue
farawaytown_dialogue_day2_sunset Two Days Left NPC dialogue
farawaytown_dialogue_day3_day One Day Left NPC dialogue
farawaytown_dialogue_day3_sunset One Day Left NPC dialogue
farawaytown_dialogue_strangers Faraway Town minor NPC dialogue
farawaytown_dialogue_tucker Tucker aka Creepy Guy's dialogue
farawaytown_extradialogue Secret Lake cutscene on One Day Left, check messages for friends when waking up during sleepover, cutscene after finishing Recycultist's HQ
farawaytown_extras_dailydialogue A large amount of assorted NPC dialogue
farawaytown_extras_endings Unused dialogue for the bad ending
farawaytown_extras_endings Various dialogue related to the fear battles
farawaytown_extras_hardwareminigame Fix-It part-time job
farawaytown_extras_marinight Entirely empty except for a dev note
farawaytown_extras_mavericks The hide-and-seek quest with Daphne and Bowen on Two Days Left
farawaytown_extras_misc Various Faraway Town dialogue, Hikkiomori route chores, flowers in hospital, Faraway scene during Prologue
farawaytown_extras_momsdialogue Mom's voicemails, Faraway scene during Prologue
farawaytown_extras_objectflavor Text when food is eaten in Faraway Town
farawaytown_extras_petrock Pet Rocks dialogue
farawaytown_extras_pizzaminigame Gino's Pizza part-time job
farawaytown_extras_shop Faraway Town shops
farawaytown_extras_supermarketminigame Othermart part-time job
gacha_minigame Hobbeez capsule machine
hidden_library Lost Library
hide_and_seek Various Forest Playground dialogue
kel_errands Kel's errands on Two Days Left
menus Menu text
miscellanous_dialogues Entirely unused, all lines blank
new_npcs Various Headspace NPC dialogue
npc_general Entirely unused with no non-comment lines
party_dialogue Large amounts of dialogue for the final version of the Headspace main questline
pluto Pluto-related dialogue
sidequest_dreamworld_bed B.E.D. quest
sidequest_dreamworld_coffeemachine Strange Request quest
sidequest_dreamworld_crowfriends Stick In The Mud quest
sidequest_dreamworld_deliversprout Care Package quest
sidequest_dreamworld_demonboy Fascinating Literature quest
sidequest_dreamworld_feedhumphrey Feed Humphrey quest
sidequest_dreamworld_fliphim Croissant NPC
sidequest_dreamworld_flowerpuzzle Daisy's Dilemma quest
sidequest_dreamworld_ghostgathering Ghost Party quest
sidequest_dreamworld_hector Losing Hector cutscene
sidequest_dreamworld_hectorjr Finding Hector in Dino's Dig
sidequest_dreamworld_ingredients Entirely unused with no non-comment lines
sidequest_dreamworld_itch Itchy quest
sidequest_dreamworld_jash Various pieces of Jash dialogue
sidequest_dreamworld_lostrarebear A Good Listener quest
sidequest_dreamworld_lostson Whereabouts Of Duckie Jr quest
sidequest_dreamworld_marina Marina's Operation quest
sidequest_dreamworld_medusa Medusa's Experiment quest
sidequest_dreamworld_molly Molly's Analysis quest
sidequest_dreamworld_mush Mush NPC
sidequest_dreamworld_oragne The Conviction Of Orange Joe quest
sidequest_dreamworld_peanutjelly Present For Palmie quest
sidequest_dreamworld_perfectwind Kite Kid dialogue
sidequest_dreamworld_pinkbeard Son Of A Space Pirate quest
sidequest_dreamworld_poolnoodle Call Of Inspiration quest
sidequest_dreamworld_rabbitkiller Rabbit Killer quest
sidequest_dreamworld_recycle Recycling Machine text
sidequest_dreamworld_seasons Seasonal Moles
sidequest_dreamworld_squizzards Rabbit Killer quest
sidequest_dreamworld_stargazing Po NPC
sidequest_dreamworld_stolen Shady Mole and Clems-related dialogue
sidequest_dreamworld_stoprain Rain Town quest
sidequest_dreamworld_tentacle Abbi dialogue
sidequest_farawaytown_anniversarychoco Clumsy Guy-related scenes on Two Days Left, pt. 1
sidequest_farawaytown_anniversarypizza Clumsy Guy-related scenes on Two Days Left, pt. 2
sidequest_farawaytown_artist Artist advice scenes
sidequest_farawaytown_birthdaygift1 Helping Wrinkly Forehead buy a gift for Jesse, pt. 1
sidequest_farawaytown_birthdaygift2 Helping Wrinkly Forehead buy a gift for Jesse, pt. 2
sidequest_farawaytown_bringangel Finding Angel for Artist on One Day Left
sidequest_farawaytown_brushteeth Brushing Sunny's teeth
sidequest_farawaytown_claus Feeding the Orange Cat
sidequest_farawaytown_cooking Cooking for Karen and Sean's housewarming party
sidequest_farawaytown_fixarcademachine Fixing the arcade machine in Gino's
sidequest_farawaytown_fixpipe Gruff Guy attempting to fix his pipe
sidequest_farawaytown_flower Charlie in Fix-It on One Day Left
sidequest_farawaytown_forgotmeat Getting meat for Kel's dad on One Day Left
sidequest_farawaytown_fruitwaradrian Apple Guy-related dialogue
sidequest_farawaytown_fruitwarbrayden Orange Guy-related dialogue
sidequest_farawaytown_ginohighscore Gino's arcade machine-related dialogue
sidequest_farawaytown_ginojukebox Gino's jukebox-related dialogue
sidequest_farawaytown_hobbeezhighscore Hobbeez arcade machine-related dialogue
sidequest_farawaytown_jackson Fighting Jackson
sidequest_farawaytown_lostlucas Finding Lucas for Artist
sidequest_farawaytown_medication Fetching Yellow Bun Granny's medication
sidequest_farawaytown_michaelslunch Guitar Guy-related dialogue on One Day Left
sidequest_farawaytown_michaelthemusician Guitar Guy dialogue
sidequest_farawaytown_mincy Mincy dialogue
sidequest_farawaytown_missingshears Finding Kim's mom's shears
sidequest_farawaytown_mypie Talking to Cris' mom on Three Days Left
sidequest_farawaytown_oldhobo Old Hobo dialogue
sidequest_farawaytown_pickingpaint Sean and Karen in Fix-It on Three Days Left
sidequest_farawaytown_pickupfurniture Getting the floor lamp for Fashionable Mom
sidequest_farawaytown_ringinthesink Saving Clumsy Guy's ring
sidequest_farawaytown_seashells Cris dialogue
sidequest_farawaytown_shutin Jesse dialogue
sidequest_farawaytown_smellyhobo Smelly Hobo dialogue
sidequest_farawaytown_sneakingoutbrent Brent dialogue on Two Days Left
sidequest_farawaytown_sneakingoutjoy Joy dialogue on Two Days Left
sidequest_farawaytown_toiletseat Sunny throwing up
sidequest_farawaytown_trashpickup Collecting trash for Old Lady
sidequest_farawaytown_tutorbrent Tutoring Brent on Three Days Left
sidequest_farawaytown_tutorjoy Tutoring Joy on Three Days Left
sidequest_farawaytown_wherestheremote Finding All-American Guy's TV remote
signs Headspace bird signposts
slot_machine_minigame Last Resort slot machines
snaley_tragedy Snaley's Underwater Highway scenes
system Most of the menu, battle, and shop text
televisions Entirely unused with no non-comment lines
TEST A random assortment of dialogue presumably used for testing
wtf The single piece of WTF value-based dialogue
xx_battle_test Dialogue and other text during battles
XX_BLUE Various pieces of text that were hardcoded earlier in development, e.g. area names, quest names, some minigames
xx_cutscenes_ems Ems introduction cutscene
XX_GENERAL Various pieces of text, e.g. picking up items, hanging out with friends
XX_ITEM_GET Several item-specific collection messages
xx_map_expansion Assorted Headspace scenes, including dev notes for scenes with no dialogue
XX_MARI_LOCATIONS Dialogue for Mari's picnics
XX_MELON A massive amount of assorted Headspace scenes, plus most of the Recycultist HQ dialogue
XX_OCEAN Assorted Faraway Town dialogue
XX_QUEST Mari's quest tracker dialogue
XX_QUEST_TRACKER Earlier unused versions of some of Mari's quest tracker dialogue
XX_SKILL_GET Pluto teaching Kel to flex
XX_SYSTEM Various pieces of text, mainly related to Mari's picnics
XX_TAGREJECT "This looks like a job for [X]!"
xx_tombstones Tombstones in Black Space

|- | name || description

Unused Text

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:
04_cutscenes_blackletters

The first four strings of this file are used when entering Neighbor's Room after the first Faraway segment, the rest are unused:

# =========================================================================================
# 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.
05_cutscenes_spaceboyfriend

More unused Hangman dialogue:

# =========================================================================================
# 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
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
09_cutscenes_hobbeez

Originally the game asked the player if they were sure when deciding whether or not to open the door for Kel.

#Trigger: Choose [OPEN THE DOOR or DO NOTHING]

message_5:
      text: Are you sure?\!<br>You can't take back this decision.

#YES/NO

message_6:
      text: Are you really sure?

#YES/NO

Kel also had dialogue if the player decided not to open the door:

#Trigger: Choose [DO NOTHING]
#Switch to original living room map
#Walk 3 steps any direction

message_19:
      text: Oh...\! Alright, then... I understand.\!<br>...\! Well, I guess I gave it a shot...\kel

Originally the Hooligans were supposed to have an introduction scene at the crossroads:

# =========================================================================================
# Cutscene: Scooter Gang
# =========================================================================================

#Trigger: Enter proximity in Crossroads


message_30:
      text: \{\{\Com[2]OUT OF THE WAY, NERDS!!\who

#The Scooter Gang passes through.

message_31:
      faceset: MainCharacters_Faraway
      faceindex: 21
      text: Ugh, it's... them.\!<br>Let's hope we don't bump into those guys again.\kel

message_32:
      faceset: MainCharacters_Faraway
      faceindex: 20
      text: Those guys are nothing but trouble,<br>and I want today to be a good day!\kel
18_cutscenes_secretlake

The cutscene where Hero talks to Sunny and Kel after taking Basil home was originally much longer. message_160 and message_161 are used, but are included to show where the cut lines went.

message_160:
      faceset: MainCharacters_Faraway
      faceindex: 28
      text: Hey, KEL...\! Hey, \n[8]...\!<br>It looks like BASIL's gonna be just fine.\her


#message_174:
#      faceset: MainCharacters_Faraway
#      faceindex: 28
#      text: ... ... ... ... ... ... ... ... ... ... ... ...\!<br>I have to go to the kitchen for a sec...\!<br>Please excuse me...\her

#HERO walks out of hallway to kitchen

#message_175:
#      faceset: MainCharacters_Faraway
#      faceindex: 17
#      text: Huh?\! I wonder what's up with him?\kel

#Go to Kitchen
#Talk to HERO

#HERO is facing away

#message_176:
#      faceset: MainCharacters_Faraway
#      faceindex: 36
#      text: Huff...\! Huff...\! Huff...\! Huff...\! Huff...\! Huff...\! Huff...\! Huff...\!<br>Man...\! I really need to work on my stamina...\her

#Hero turns to KEL

#message_177:
#      faceset: MainCharacters_Faraway
#      faceindex: 14
#      text: Hey, HERO!\kel

#message_178:
#      faceset: MainCharacters_Faraway
#      faceindex: 37
#      text: \Com[2]Ah! How long have you been there?\her

#message_179:
#      faceset: MainCharacters_Faraway
#      faceindex: 12
#      text: We just got here!\! Are you doing okay?\kel

#message_180:
#      faceset: MainCharacters_Faraway
#      faceindex: 29
#      text: Oh, yeah! I'm just fine!\!<br>I should really be the one asking you all that...\her

message_161:
      faceset: MainCharacters_Faraway
      faceindex: 28
      text: I heard from Mom that BASIL was missing and that you two went looking for him.\her
24_cutscenes_finalboss

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
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
29_cutscenes_basilsplea

One line was cut from the cutscene before the Basil fight. message_33 and message_35 are used, but are included to show where the cut line went.

message_33:
      faceset: MainCharacter_Basil_Dark
      faceindex: 19
      text: I'm scared too, but...\! this is for the best.\bas

# message_34:
#       faceset: MainCharacter_Basil_Dark
#       faceindex: 21
#       text: \fn<OMORI_GAME>Don't you worry, \n[8]... I'll save you...\bas

message_35:
      faceset: MainCharacter_Basil_Dark
      faceindex: 17
      text: Everything is going to be okay...\bas

Another cutscene, labelled "Basil's Hospital Room", was entirely commented out.

# =========================================================================================
# Cutscene: Basil's Hospital Room - UNUSED
# =========================================================================================

#Trigger: Enter proximity of SOMETHING.

#message_110:
#      faceset: MainCharacters_Faraway
#      faceindex: 17
#      text: \Com[2]\n[8], you're awake!\!<br>A-Are you sure you should be moving like that?\kel

#message_111:
#      faceset: MainCharacters_Faraway
#      faceindex: 31
#      text: Careful, \n[8]... You shouldn't be walking yet...<br>Your wound might reopen...\her

#\n[8] falls to his knees.
#Everyone runs to \n[8].

#faceset: MainCharacters_Faraway
#      faceindex: 6
#      text: \Com[2]\n[8]! \n[8]!\! \Com[2]Are you okay?\!...\! \Com[2]Say something...\aub

#message_113:
#      text: .............................................................................................\n<\n[8]>

#message_114:
#      text: .............................................................................................\n<\n[8]>

#message_115:
#      text: .............................................................................................\n<\n[8]>

#message_116:
#      faceset: MainCharacter_Mari
#      faceindex: 21
#      text: .............................................................................................<br>\!I...\n<\n[8]>
ALBUM_test

The entirety of this file is unused, as it was used for testing. Some of the photo descriptions are slightly different to the final's. Of particular interest is message_23, which is a description for a photo not present in the final game.

message_1:
    text: \n<12/25 - CHRISTMAS>\"My first photo!<br>It's my best friend, \n[8], trying out his new violin.<br><br>He's starting to take lessons again so he can play at recitals with his sister, MARI. So exciting!\"

message_2:
    text: \n<2/18 - MY BIRTHDAY>\"It's my 13th birthday today!<br>I thought my friends forgot, but they all surprised me with a strawberry cake!<br>I feel so lucky...<br>\!This year is looking to be a good year!\"

message_3:
    text: \n<2/18 - MY BIRTHDAY>\"Another group photo...<br>This was a little after I opened all my presents!<br><br>MARI bought me this photo album, and everyone else bought me film for my camera.\! I'll try my best to use it all!\"

message_4:
    text: \n<2/18 - MY BIRTHDAY>\"Just KEL being KEL...\! So...\! many...\! party hats...\"

message_5:
    text: \n<2/18 - MY BIRTHDAY>\"\n[8] playing a video game on the couch.<br>\!\n[8] is a little shy, but he's a really good listener...<br><br>I always end up venting to him when I get upset or stressed.\! Sometimes I feel like I'm bothering him, but he never seems<br>to mind!\"

message_6:
    text: \n<2/18 - MY BIRTHDAY>\"MARI and HERO fell asleep on the couch...<br>\!They look so cozy together... Hehe...<br><br>I hope they don't mind the photo.<br>MARI's dad might be kind of mad if he saw it...\"

message_7:
    text: \n<3/9>\"HERO and MARI washing dishes from breakfast.<br>\!We're staying over with MARI and \n[8] this weekend!<br><br>It's getting warmer lately so we're about to go to the park.\! KEL says there's a secret lake area behind some bushes, so we're all going to check it out!\"

message_8:
    text: \n<3/9>\"We're back from the park, but KEL is still full of energy...<br><br><br>He challenged HERO to an arm-wrestling match, but we all know who's going to win...\! Please go easy on him, HERO...\"

message_9:
    text: \n<3/9>\"Oof... Sorry, KEL...\! Better luck next time.\"

message_10:
    text: \n<3/10>\"KEL was still feeling a little sour about losing to HERO in arm-wrestling last night, so HERO decided to lean in for a smooch!<br>KEL looks so annoyed...<br>\!Ah, brotherly love...\"

message_11:
    text: \n<3/10>\"Me showing \n[8] a book I've been reading.\! MARI stole my camera and took this when I wasn't paying attention.<br><br>I should really keep better track of my things...\"

message_12:
    text: \n<3/10>\"It's all of us cuddling with \n[8]'s stuffed animals...\!<br>He has so many, and they're all so soft! I wish I could just lay here forever...\"

message_13:
    text: \n<3/31>\"It's already the last day of March!\!<br>We're having a picnic in MARI at our secret lake spot.<br><br>MARI wanted to take a picture of everyone! \!Say cheese!\"

message_14:
    text: \n<3/31>\"After eating all the food, everyone fell asleep, except me, HERO, and MARI.<br><br>Something unfortunate happened when I was taking the photo... Ahem... Thanks a lot, HECTOR...\! At least I have some good ol' tape to cover it up!\"

message_15:
    text: \n<4/9>\"I caught MARI carrying \n[8] on the way home from school today! He must have fallen asleep on the bus.<br><br>I thought it was so cute, so I got my camera out as quick as I could to snap this once-in-a-lifetime photo! Hehe...\! Sigh...\! Sometimes I wish I had a sibling...\"

message_16:
    text: \n<4/21>\"MARI is teaching everyone how to make flower crowns!<br><br><br>\n<4/21>Here's \n[8] and KEL holding MARI's example...<br>It looks perfect, doesn't it?\!<br>If only MARI thought so, too...\"

message_17:
    text: \n<4/21>\"\n[8] and KEL gave up on making flower crowns and ran off, but AUBREY and I got the hang of it really fast!<br><br>Everyone thinks a flower crown really suits me...\!<br>Maybe just a flower is okay...\"

message_18:
    text: \n<4/21>\"HERO's still making his flower crown.<br>It's taking him a little while, but he's getting there...\!<br>You have to admire his persistence!\"

message_19:
    text: \n<4/29>\"It's raining super hard today!<br>The rain always seems to come out of nowhere during springtime.<br>AUBREY asked me to take a picture of her with her new raincoat. It's her favorite color, pink!\"

message_20:
    text: \n<4/29>\"AUBREY won't let KEL under the umbrella, but KEL seems to be taking it just fine!\! He says he likes how the rain tastes...\"

message_21:
    text: \n<4/29>\"Just KEL being KEL again...<br><br><br>We went to \c[11]HOBBEEZ\c[0], but the shop owner told KEL to leave his jacket outside since KEL was getting all his comics wet...<br>\!Sorry, SHOPKEEP...\"

message_22:
    text: \n<5/25>\"It's been pretty busy with school lately, but we finally made time to get together and go to the park today!\"

message_23:
    text: \n<5/25>\"Here's KEL hanging his legs off a tree.\!<br>He's such a good climber!<br>I wish I was as fearless as him...\"

message_24:
    text: \n<5/25>\"MARI bought everyone popsicles, one of every flavor!<br>\!\n[8] got lemon, HERO got root beer, KEL got orange, AUBREY got watermelon, and MARI got grape!<br>Mine was banana...\! It tasted okay.\"

message_25:
    text: \n<5/25>\"All of our shoes in a circle!\!<br>Can you guess whose shoes are whose?\"

message_26:
    text: \n<6/22>\"It's the first day of summer vacation, so we all wanted to celebrate by going to the beach!<br>\!Watermelon is AUBREY's favorite...\"

message_27:
    text: \n<6/22>\"KEL cooling off with some refreshing ORANGE JOE!<br><br><br>I shouldn't get too close or he might get my camera wet...\!<br>KEL is known to spill his drinks...\"

message_28:
    text: \n<6/22>\"We buried \n[8] in the sand!<br>It took forever, but he looks like he's enjoying himself!<br><br>I wonder if he's going to need help getting out...\!<br>I guess I'll keep him company until then.\"

message_29:
    text: \n<6/22>\"MARI says she wants to get a summer tan!<br>I'm scared to fall asleep in the sun, since I get sunburned really easily...<br>Hmm... I'm not sure what KEL is doing here, but he's probably having a good time.\"

message_30:
    text: \n<6/22>\"HERO sleeping on MARI. I guess he's all tired out from swimming.\! Well... It seems like MARI won't be able to get her summer tan after all...\"

message_31:
    text: \n<6/22>\"We're about to head home, but I managed to catch one last photo with MARI and HERO! They look so happy...<br>A match made in heaven!\"

message_32:
    text: \n<7/15 - \n[8]'S BIRTHDAY>\"Yay! \n[8] is turning 12 today!\!<br>Even though me, \n[8], and KEL are in the same school year, \n[8] is younger than all of us.<br>He's the baby of the group, so we have to take care of him!\"

message_33:
    text: \n<7/15 - \n[8]'S BIRTHDAY>\"\n[8] holding a super huge present, from MARI and HERO!<br>Hmm... I wonder what it is...\"

message_34:
    text: \n<7/15 - \n[8]'S BIRTHDAY>\"You can't really tell from the photo, but MARI and HERO got \n[8] a giant building block set...<br><br>\n[8] seems much more interested in the box though...<br>He acts just like MARI's new kitten, MEWO!\"

message_35:
    text: \n<7/15 - \n[8]'S BIRTHDAY>\"\n[8] won't leave the box, so KEL put a food bowl inside...<br>I guess this box will be \n[8] and MEWO's new home...\"

message_36:
    text: \n<8/4>\"We're going beetle-catching today!\!<br>Here's KEL, ready to pounce on his next victim!<br>\!Oh, and \n[8] is there too...\! He looks kind of sleepy...\"

message_37:
    text: \n<8/4>\"MARI says this beetle is a giant stag.<br>It suddenly fell from a tree and surprised everyone!\!<br>HERO is too grossed out to look...\"

message_38:
    text: \n<8/15>\"Ta-da!\! All summer, we've been working on a treehouse in \n[8]'s backyard and today it's finally finished!<br><br>HERO and his dad did most of the work, but AUBREY and I made paper plants to put in the window sill!\! We all did a pretty good job, if I do say so myself!\"

message_39:
    text: \n<8/15>\"I went to the bathroom, and came back to this photo...<br><br><br>KEL says he took a picture of himself on accident...<br>but I don't believe him...\"

message_40:
    text: \n<8/16>\"All of us hanging out in our brand new treehouse!<br>Looks like \n[8] is finally reading the book I showed him!<br><br>I want to spend every day in here, but it's a shame that summer vacation is almost over.\! I hope we get to use this treehouse more next summer!\"

message_41:
    text: \n<8/18>\"We went to \c[11]HOBBEEZ\c[0] to read the latest edition of CAPT. SPACEBOY!\! Everyone's so into it right now! I'm sure it's all anyone is going to be talking about once school starts.\"

message_42:
    text: \n<9/6>\"I'm playing cards with KEL, HERO, and AUBREY.\! They're so easy to read... They can't hide anything on their faces!<br><br>MARI baked everyone cookies from scratch.<br>They were chocolate chip and super delicious, like always!\"

message_43:
    text: \n<9/6>\"Looks like I have the winning hand, hehe...<br>But nobody knows that yet...\"

message_44:
    text: \n<9/9>\"It's the first day of school today!\! Me, \n[8], KEL, and AUBREY are on our way to school!\! AUBREY is so photogenic!\"

message_45:
    text: \n<9/9>\"Sigh... Goodbye, summer!\! Until next year...\"

message_46:
    text: \n<9/9>\"\n[8] giving MARI a big hug!\! MARI doesn't come home until late now because she's taking extra classes to prepare for college.<br>Me and \n[8] have been hanging out a lot, but I'm sure he still misses her a lot...\"

message_47:
    text: \n<9/22>\"MARI practicing her part for a big recital next month.<br>We're all going to go watch!<br><br>It's going to be MARI and \n[8]'s first performance together, but I know they'll do just fine!\! We will all be showing our support from the audience!\"

message_48:
    text: \n<9/22\">MARI getting a little camera shy, because she's made a small mistake.\! Don't worry, MARI! Just keep going!<br>No one will even notice!\"

message_49:
    text: \n<9/22>\"After some begging, \n[8] came to join MARI for recital practice... Hehe...<br><br>They're still working out some stuff, but they already sound so amazing! I know they're going to be great.<br><br>Go, MARI! Go, \n[8]!\! You can do it!\"

message_50:
    text:

message_51:
    text:

message_52:
    text:

message_53:
    text:

message_54:
    text:

message_55:
    text:

message_56:
    text:

message_57:
    text:

message_58:
    text:

message_59:
    text:

message_60:
    text:

message_61:
    text:

message_62:
    text:

message_63:
    text:

message_64:
    text:

message_65:
    text:

message_66:
    text:

message_67:
    text:

message_68:
    text:

message_69:
    text:

message_70:
    text:

message_71:
    text:

message_72:
    text:

message_73:
    text:

message_74:
    text:

message_75:
    text:

message_76:
    text:

message_77:
    text:

message_78:
    text:

message_79:
    text:


#DREAM WORLD

message_89:
    text: \bas\"MARI is teaching everyone how to make flower crowns!\!<br>OMORI and KEL are holding MARI's example... So pretty...\"

message_90:
    text: \bas\"OMORI and KEL gave up and ran off, but AUBREY and I got the hang of it really fast!\"

message_91:
    text: \bas\"MARI had HERO take a picture of us...\!<br>Everyone thinks a flower crown really suits me.\"

message_92:
    text: \bas\"HERO's still making his flower crown.<br>\!It's taking him a little while, but he's getting it...\!<br>You have to admire his persistence.\"

message_93:
    text: \bas\"Everyone's eating watermelons... So juicy!\!<br>AUBREY has some seeds on her face.<br>Maybe someone should tell her.\"

message_94:
    text: \bas\"KEL drinking a bottle of MILK, his favorite!<br>\!I shouldn't get too close or he might get my camera wet...\"

message_95:
    text: \bas\"HERO leaning in for a smooch!<br>\!KEL looks so annoyed... Ah, brotherly love...\"

message_96:
    text: \bas\"We're having a picnic today!\!<br>MARI wanted to take a picture of everyone. Say cheese!\"

message_97:
    text: \bas\"After eating, everyone fell asleep, except HERO and MARI.\!<br>I'm getting kind of sleepy myself...\"

message_98:
    text: \bas\"KEL said he took a picture of himself on accident...\"

message_99:
    text: \bas\"All of our feet in a circle!\!<br>Can you guess whose feet are whose?\"
basils_deathtrap

Most of this file contains an earlier version of the sequences with Basil in Black Space that goes entirely unused. Note that while a few of the lines are identical to ones used in the final version, the final's lines are all in black_space_rev.

# =========================================================================================
# Cutscene: BASIL's DEATHTRAP DIALOGUE
# =========================================================================================

#Talk to Basil

message_0:
      faceset: MainCharacter_Basil
      faceindex: 1
      text: \basOMORI!

message_1:
      faceset: MainCharacter_Basil
      faceindex: 0
      text: \bas...

message_2:
      faceset: MainCharacter_Basil
      faceindex: 1
      text: \basIt's...\! it's really you!\!<br>Thank goodness you're here... I'm so relieved.

message_3:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basI tried so hard to find my way out, but...\! this place is huge.\!<br>I kept getting lost over and over... so after a while...<br>I just gave up...

message_4:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basI'm sorry...\! Maybe I should have tried harder...

message_5:
      faceset: MainCharacter_Basil
      faceindex: 0
      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_6:
      faceset: MainCharacter_Basil
      faceindex: 2
      text: \basWhen I was feeling scared, I would look at all our happy memories together to calm me down...

message_7:
      faceset: MainCharacter_Basil
      faceindex: 1
      text: \basI knew you would come save me, OMORI!<br>You're my best friend after all!

message_8:
      faceset: MainCharacter_Basil
      faceindex: 2
      text: \basI'm sure we will be able to make it out now that you're here!\!

message_9:
      faceset: MainCharacter_Basil
      faceindex: 1
      text: \basThis place seems a little dangerous, but... I trust you...

message_10:
      faceset: MainCharacter_Basil
      faceindex: 1
      text: \basLead the way, OMORI!

# =========================================================================================
# Cutscene: GOOD/BAD ROUTE: Lost Forest Progression
# =========================================================================================

message_20:
      faceset: MainCharacter_Basil
      faceindex: 6
      text: \basHey, OMORI...\! I was wondering...\!<br>Do you know how I ended up here?

message_21:
      faceset: MainCharacter_Basil
      faceindex: 6
      text: \basI was trying to remember, but my memory is kinda fuzzy...\!<br>I think...\! I was looking at a photo...\!<br>A photo of \quake[1]\fn<OMORI_GAME>a broken violin...

message_22:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basOr...\! hmm...\! Maybe I was imagining that?\! I'm not sure...

message_23:
      faceset: MainCharacter_Basil
      faceindex: 6
      text: \basAhh...\! And there's something else too, but...

message_24:
      faceset: MainCharacter_Basil
      faceindex: 1
      text: \basHmm...\! it...\! it's probably nothing.\!<br>Let's hurry and get out of here!

# =========================================================================================
# Cutscene: Upon entering/respawning with BASIL at the Stump Arena
# =========================================================================================

message_29:
      faceset: MainCharacter_Basil
      faceindex: 2
      text: \basHey, OMORI...

message_30:
      faceset: MainCharacter_Basil
      faceindex: 2
      text: \basI didn't feel safe so I hid in here, but I'm glad it was you who found me.

message_31:
      faceset: MainCharacter_Basil
      faceindex: 2
      text: \basHow is everyone?\!<br>I hope you all didn't worry too much about me...\!<br>I can't wait to see everyone again!

# =========================================================================================
# Cutscene: Upon entering Forest Stump.
# =========================================================================================

message_40:
      faceset: MainCharacter_Basil
      faceindex: 6
      text: \basH-Hey...\! OMORI...\! I was thinking about it and...\! I think there's something I should tell you...\!<br>Will you hear me out really quick?

message_41:
      faceset: MainCharacter_Basil
      faceindex: 3
      text: \basOMORI...?

# =========================================================================================
# Cutscene: Upon entering Hallway Stump.
# =========================================================================================

message_50:
      faceset: MainCharacter_Basil
      faceindex: 0
      text: \basAre you feeling okay, OMORI?\! You're acting kind of weird...

message_51:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basDid something happen while I was gone?

# =========================================================================================
# Cutscene: Upon entering Spider Stump.
# =========================================================================================

message_60:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basHey...\! I'm really sorry to bring this up, but...\!<Br>Something has been really bothering me...

message_61:
      faceset: MainCharacter_Basil
      faceindex: 3
      text: \basIt's...\! umm...\! about MARI...\!<br>Do you maybe know what I'm talking about?

message_62:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basAck!\! There's so many bugs in here...\! I don't like this place...

message_63:
      faceset: MainCharacter_Basil
      faceindex: 3
      text: \basOw!\! These bugs really hurt...\! I think they're biting me!\! Ack! I can't get them off!

message_64:
      faceset: MainCharacter_Basil
      faceindex: 3
      text: \basThere's so many of them! They're eating at me! OMORI! Help me!!

# =========================================================================================
# Cutscene: Watermelon Stump
# =========================================================================================

message_70:
      faceset: MainCharacter_Basil
      faceindex: 2
      text: \basHey, OMORI...\! Are...\! Are you lost?<br>It's... It's okay if you are. I won't judge, promise!

# =========================================================================================
# Cutscene: Upon entering Dark Hand Stump.
# =========================================================================================

message_80:
      faceset: MainCharacter_Basil
      faceindex: 3
      text: \basW-Wait...\! I'm...\! I'm sorry, OMORI.\!<br>I'm not really feeling like myself.

message_81:
      faceset: MainCharacter_Basil
      faceindex: 3
      text: \basSomething is wrong...\!<br>There's something I have to tell you...\!<br>Please...\! OMORI...\! will you listen to me?

# =========================================================================================
# Cutscene: Upon entering Raft Stump.
# =========================================================================================

message_90:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basOMORI...\|\^ I don't like this place at all...\|\^<br>It doesn't feel very safe here.\|\^

message_91:
      faceset: MainCharacter_Basil
      faceindex: 2
      text: \basBut...\|\^ at least we have each other.\|\^ Haha...\|\^

message_92:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basActually...\|\^ There's something that's been really bothering me...\|\^<br>Would you care to hear me out?\|\^

# =========================================================================================
# Cutscene: Upon entering Elevator Stump.
# =========================================================================================

message_100:
      faceset: MainCharacter_Basil
      faceindex: 0
      text: \basAn elevator?\! I wonder where it leads to.\! Maybe it'll take us back home!

message_101:
      faceset: MainCharacter_Basil
      faceindex: 6
      text: \basA-Actually...\! while we're in here.\!<br>Can I share something with you?\! OMORI?

# DING SFX

message_102:
      text: Where do you want to go?

message_103:
      text: OTHERWORLD

message_104:
      text: VAST FOREST

message_105:
      text: SPROUT MOLE VILLAGE

message_106:
      text: DEEP WELL

message_111:
      text: BLACK SPACE

# Aftermath

message_107:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basHold on, OMORI.\! I... I think I'm stuck.

message_108:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basCould you help me out?

#

message_109:
      text: \basHnnn...\| Gggg...\| Huahhh...\| O... MORI...

# =========================================================================================
# Cutscene: Upon entering Mercy Stump.
# =========================================================================================

message_110:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basH-Hey, OMORI...\! This place doesn't look very safe...\!<br>Maybe we should try to find another way out...

# =========================================================================================
# Cutscene: Upon entering Friends Stump.
# =========================================================================================

message_120:
      faceset: MainCharacter_Basil
      faceindex: 6
      text: \basHey, OMORI...\!<br>There's been something I've been meaning to tell you...\!<br>I keep seeing something in my head...

message_121:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basIt's me and you...\! and...\! we're...\!<br>We're standing next to each other...

message_122:
      faceset: MainCharacter_Basil
      faceindex: 3
      text: \bas...\! And MARI...\! MARI is there, too...\! but...

#HERO walks in the screen

#Basil exclamation mark icon

message_123:
      faceset: MainCharacter_Basil
      faceindex: 1
      text: \basHERO! It's you!\! What are you doing here?

message_124:
      faceset: MainCharacter_Basil
      faceindex: 1
      text: \basLook, OMORI! HERO is here!\! Let's follow him!

#FOLLOW HERO

message_125:
      faceset: MainCharacter_Basil
      faceindex: 1
      text: \basKEL!\! AUBREY!\! It's so good to see you, guys!!

message_126:
      faceset: MainCharacter_Basil
      faceindex: 2
      text: \basHow have you been?\! Did you miss me? Hehe...

#Aubrey and KEL do their tag poses.

message_127:
      faceset: MainCharacter_Basil
      faceindex: 3
      text: \basW-Wait...\! What...\! What are you guys doing?

message_128:
      faceset: MainCharacter_Basil
      faceindex: 3
      text: \basOMORI--

#Screen goes black.

# =========================================================================================
# Cutscene: Upon entering RED SPACE
# =========================================================================================

message_134:
      text: Finger.

#Stump exit

message_130:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basH-Hey, OMORI...\! You're acting kind of cold...\!<br>Did I do something wrong?

message_131:
      faceset: MainCharacter_Basil
      faceindex: 3
      text: \bas\{\Com[2]AHHH! \Com[2]WHAT'S HAPPENING!?

message_132:
      faceset: MainCharacter_Basil
      faceindex: 3
      text: \bas\Com[2]\{OMORI!!\! HELP ME!!!

#Talk to Basil

#Repeat message_132

message_133:
      faceset: MainCharacter_Basil
      faceindex: 3
      text: \bas\Com[2]\{PLEASE!!!!

#OMORI CUTS BASIL


# =========================================================================================
# Cutscene: Upon entering Black Space Entrance.
# =========================================================================================

message_140:
      faceset: MainCharacter_Basil
      faceindex: 2
      text: \basHey, is that the exit?\! That was fast... haha...\!

message_141:
      faceset: MainCharacter_Basil
      faceindex: 1
      text: \basI'm so glad you're my friend, OMORI.\!<br>You always seem to know how to handle everything...\!<br>I really admire that.

message_142:
      faceset: MainCharacter_Basil
      faceindex: 6
      text: \basH-Hey, OMORI...\! Actually...\! Sorry...\!<br>Before we go, there's...\! umm...

message_143:
      faceset: MainCharacter_Basil
      faceindex: 6
      text: \basThere's something I need to tell you...

message_144:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basIt's...\! It's about MARI...

#Spotlight on Exit disappears

message_145:
      faceset: MainCharacter_Basil
      faceindex: 3
      text: \bas\Com[2]H-Huh?\! What happened!?\! \Com[2]The exit disappeared!

message_146:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basOh no...\! OMORI...\!<br>What do we do now?

#When OMORI talks to BASIL, he CUTS him instead.

message_147:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basO-OMORI... !

message_148:
      faceset: MainCharacter_Basil
      faceindex: 4
      text: \basO-OMORI, help me!

# =========================================================================================
# NEUTRAL ROUTE: Upon entering Black Space Entrance.
# =========================================================================================

message_150:
      faceset: MainCharacter_Basil
      faceindex: 2
      text: \basHey! It's the exit!\! We finally made it out, OMORI!

message_151:
      faceset: MainCharacter_Basil
      faceindex: 1
      text: \basCome on, let's go! Everyone's waiting for us!
basils_memories

A shorter alternate version of Headspace Basil's dialogue during the Truth sequence:

#message_10:
#      text: \n[8]...\! You're finally here.\bas

#message_11:
#      text: I've always dreamed that you would come back for me...<br>But maybe now, it's too late.\bas

#message_12:
#      text: It's getting hard to breathe lately.\!<br>I'm not sure how much longer I can go on...\bas
basils_path

Hero originally explained the effects of each emotion before the battle introducing them actually started:

#message_32:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 46
#      text: \herUh-oh!\! It's no use, BASIL...\!<br>It looks like this SPROUT MOLE is ANGRY.

#message_33:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 39
#      text: \herMuch like us, SPROUT MOLES also feel EMOTION.\! Since this sprout mole is ANGRY, its attacks are stronger... but in its recklessness, also leaves itself wide open.

#message_34:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 2
#      text: \aubRight!\! So what HERO is saying is that now is the perfect time for us to stop him!

#message_35:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 3
#      text: \aubDon't worry about a thing, BASIL! We'll save your flowers!\!<br>Come on, OMORI! Let's get em!
#message_61:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 39
#      text: \herHmm... Let's see...\! From what I can gather, this SPROUT MOLE looks like its HAPPY!<br><br>As it flails around in its frenzy, it has a higher chance to hit our weak spots and do more damage, but it also means it has a higher chance of hitting nothing!

#message_62:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 4
#      text: \aubCome on, OMORI!<br>We have to stop it before it squishes all the flowers!

#message_63:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 18
#      text: \kelLet's show this ugly plant creature who's boss!
#message_X:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 40
#      text: \herHmm...\! Judging by the looks of it, this SPROUT MOLE seems a bit SAD...<br><br>See how it's curled up in the fetal position?\!<br>That means it takes less damage to its HEART, but it also loses a bit of JUICE in its place...

#message_82:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 19
#      text: \kelLet's just put it out of its misery!

#message_83:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 11
#      text: \aubWait, what?

#message_84:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 18
#      text: \kelCome on, OMORI! You know what to do!
black_space_flavor_text

This line is placed with the Black Forest 2 flavor text, but is commented out.

# message_127:
#       text: You don't know why you did that.
blackspace_intro

The entirety of this file is an unused earlier version of the Black Space introduction.

#Reach picnic
#Tag should not be enabled

message_0:
      faceset: MainCharacter_Mari
      faceindex: 0
      text: \marWell...\! We're here.

#Hero shakes
message_1:
      faceset: MainCharacters_DreamWorld
      faceindex: 40
      text: \herGuys...\! I don't know about this.

message_2:
      faceset: MainCharacter_Mari
      faceindex: 2
      text: \marOh, HERO! Don't tell me you're getting cold feet!

message_3:
      faceset: MainCharacters_DreamWorld
      faceindex: 28
      text: \kelCome on, bro! You already agreed to this...

message_4:
      faceset: MainCharacters_DreamWorld
      faceindex: 1
      text: \aubWe can do this as long as we're together!\!<br>Isn't that what you always say?

message_5:
      faceset: MainCharacters_DreamWorld
      faceindex: 40
      text: \herYeah, I know... but...

#Spider sfx

message_6:
      faceset: MainCharacter_Mari
      faceindex: 3
      text: \marDon't be scared, HERO.\! We're all here for you.\!<br>At the very least, do it for me...\! please?

#pause

message_7:
      faceset: MainCharacters_DreamWorld
      faceindex: 42
      text: \her...\! Oh...\! Alright, then.

message_8:
      faceset: MainCharacter_Mari
      faceindex: 6
      text: \mar\sinv[1]Thank you, HERO~ Hehe...

#mari walks to OMORI

message_9:
      faceset: MainCharacter_Mari
      faceindex: 3
      text: Lead the way, little brother.\mar

#------------------------------------------------------------------------

#Fog gets closer covering HERO
#Player walks a bit

message_10:
      faceset: MainCharacters_DreamWorld
      faceindex: 29
      text: \kelHold on a sec, guys.\! Where's HERO?

message_11:
      faceset: MainCharacter_Mari
      faceindex: 5
      text: \marGosh darnit... Did he run away?\!<br>And after all that persuading we did?

message_12:
      faceset: MainCharacters_DreamWorld
      faceindex: 20
      text: \kel...\! That doesn't sound like HERO.\!<br>He would have told us if he was leaving.

message_13:
      faceset: MainCharacters_DreamWorld
      faceindex: 10
      text: \aubDon't say that! It's creeping me out...\!<br>He's probably just waiting back at the picnic.\!<br>We can catch up with him later!

message_14:
      text: Do you want to keep going through the fog?
#[YES/NO]

#[YES]


#[NO]


#------------------------------------------------------------------------
#Player walks a bit

message_20:
      faceset: MainCharacters_DreamWorld
      faceindex: 20
      text: \kelHey, guys... I don't know about this.\!<br>I'm starting to get worried.

message_21:
      faceset: MainCharacters_DreamWorld
      faceindex: 8
      text: \aubKEL?\! Worried?\! That doesn't sound like you at all.

message_24:
      faceset: MainCharacters_DreamWorld
      faceindex: 29
      text: \kelIt's just...\! HERO wouldn't run off like that.

message_25:
      faceset: MainCharacter_Mari
      faceindex: 2
      text: \marAre you sure you want to go back, KEL?\!<br>You were really excited to see the empty house earlier!

message_26:
      faceset: MainCharacter_Mari
      faceindex: 3
      text: \marHERO knows how to take care of himself...\!<br>You can trust him!

message_27:
      faceset: MainCharacters_DreamWorld
      faceindex: 22
      text: \kelYeah...\! I guess, you're right.

message_28:
      text: Do you want to keep going through the fog?

#[YES/NO]

#[YES]

#[NO]
message_15:
      faceset: MainCharacters_DreamWorld
      faceindex: 4
      text: \aubHmm...\! Should we go back for HERO then?

message_16:
      faceset: MainCharacters_DreamWorld
      faceindex: 3
      text: \marOh, I'm sure he'll be fine...

message_17:
      faceset: MainCharacter_Mari
      faceindex: 5
      text: \marBesides...\! If he's going to just ditch us like that, then he deserves to wait!

message_18:
      faceset: MainCharacter_Mari
      faceindex: 0
      text: \marCome on, OMORI.\! Let's keep going!


#------------------------------------------------------------------------

#Fog gets closer covering KEL
#AUBREY shakes

message_40:
      faceset: MainCharacters_DreamWorld
      faceindex: 10
      text: \aub\com[2]Ow... KEL! You're stepping on my foot!

#AUBREY looks behind her.

message_41:
      faceset: MainCharacters_DreamWorld
      faceindex: 4
      text: \aubHuh?\! Where's KEL?

message_42:
      faceset: MainCharacter_Mari
      faceindex: 4
      text: \marHmm... Do you think he went back for HERO?

message_43:
      faceset: MainCharacters_DreamWorld
      faceindex: 4
      text: \aubMaybe...

#AUBREY looks around

message_44:
      faceset: MainCharacters_DreamWorld
      faceindex: 5
      text: \aubYou know...\! This forest was a lot less scary when there were more of us...

message_45:
      faceset: MainCharacter_Mari
      faceindex: 1
      text: \marDid you want to head back, AUBREY?

message_46:
      faceset: MainCharacters_DreamWorld
      faceindex: 5
      text: \aubI do, but...\! I don't want to go back all alone.

message_47:
      text: Do you want to keep going through the fog?
#[YES/NO]

#[NO]

message_48:
      faceset: MainCharacter_Mari
      faceindex: 4
      text: \marAww...\! AUBREY, don't be scared.\! We've all been through so much together.\! We can take on anything!

message_49:
      faceset: MainCharacter_Mari
      faceindex: 0
      text: \marAnd if worst comes to worst...\!<br>You know that OMORI and I will be able to protect you.

message_50:
      faceset: MainCharacter_Mari
      faceindex: 3
      text: \marIsn't that right, OMORI?

#------------------------------------------------------------------------
#Player walks a bit
#AUBREY disappears
#There should be footprints visible at the bottom of the map during this cutscene

message_60:
      faceset: MainCharacter_Mari
      faceindex: 4
      text: \marOh?\! Where's AUBREY?\!<br>Strange...\! She was holding my hand just a moment ago.

message_61:
      faceset: MainCharacter_Mari
      faceindex: 4
      text: \marI guess everyone went back...\!<br>What should we do now, OMORI?\!<br>Do you still want to keep going?

#[YES/NO]

message_62:
      faceset: MainCharacter_Mari
      faceindex: 3
      text: Okay! I'm still up for it if you are, little brother!\mar

#[NO]

message_63:
      faceset: MainCharacter_Mari
      faceindex: 4
      text: But OMORI...\! We're already almost there!\mar

message_64:
      faceset: MainCharacter_Mari
      faceindex: 0
      text: Everyone will be waiting for us when we get back.\mar

message_65:
      faceset: MainCharacter_Mari
      faceindex: 3
      text: I promise I'll keep you safe!\mar

#------------------------------------------------------------------------

#Go to BASIL's house entrance.
#BASIL's shadow is in front of the bridge to his house.
#He walks from the bridge to his house door and fades in.


#If you try to go back:
message_70:
      faceset: MainCharacter_Mari
      faceindex: 3
      text: \marWhat's the matter, OMORI?\! Did you want to go back?
#[YES] takes you back to picnic cutscene

#------------------------------------------------------------------------

#Go into BASIL's house.
#BASIL's ghost looks at you then walks into blackness.

message_80:
      faceset: MainCharacter_Mari
      faceindex: 0
      text: \marWell...\! We're finally here.

#MARI looks around

message_82:
      faceset: MainCharacter_Mari
      faceindex: 4
      text: \marI guess there really is nothing here after all.\!<br>I don't know why, but that makes me a bit sad.

#MARI walks up to and sits on the ledge.

message_83:
      faceset: MainCharacter_Mari
      faceindex: 0
      text: \marSit with me, OMORI!

#PLAYER gets control
#talk to MARI

message_84:
      text: Do you want to sit with MARI?
#[YES/NO]

#[YES]
#OMORI sits on the ledge animation + cutscene

#NO
#Nothing

message_85:
      faceset: MainCharacter_Mari
      faceindex: 3
      text: \marIt's just the two of us now.\!<br>We don't really get time like this anymore, huh?

message_86:
      faceset: MainCharacter_Mari
      faceindex: 0
      text: \marIt's so hectic all the time with everyone around.\!<br>Sometimes I miss the quieter moments.

#MARI question mark

message_87:
      faceset: MainCharacter_Mari
      faceindex: 2
      text: \marWhat is it, OMORI? You seem distracted...

#*Shadow BASIL fades away slowly*

#pause
message_88:
      text: It's a long way down...\| Do you want to jump?

#[YES/NO]

#[YES]
message_89:
      faceset: MainCharacter_Mari
      faceindex: 5
      text: \marOMORI, watch out!\! You look like you were just about to fall in.

message_90:
      faceset: MainCharacter_Mari
      faceindex: 4
      text: \marBe careful, okay?\! I can't lose you again...

#pause

message_91:
      faceset: MainCharacter_Mari
      faceindex: 4
      text: \marMaybe it's not so safe here.\!<br>We should get back to the others.

message_92:
      faceset: MainCharacter_Mari
      faceindex: 0
      text: \marI'll be waiting for you outside!
#MARI leaves

#NO
message_93:
      faceset: MainCharacter_Mari
      faceindex: 4
      text: \marThis sure looks like a long way down...
#pause

message_94:
      faceset: MainCharacter_Mari
      faceindex: 4
      text: \marMaybe it's not so safe here.\! We should get back to the others.

message_95:
      faceset: MainCharacter_Mari
      faceindex: 0
      text: \marI'll be waiting for you outside!

#MARI leaves
#PLAYER gets up from the ledge and regains control

#If you try to leave, glitch to PLAYER shaking his head.

#If you examine hole, it says:

message_100:
      text: You don't want to jump.

#PLAYER must stab himself.

#When he stabs himself, it plays a special stab animation.
#Then, he wakes up as PLAYER instead of OMORI.

#------------------------------------------------------------------------

#NO

#Teleport back to “reach picnic” cutscene
dreamworld_extras_blackspace

Originally there were to be NPCs in North Lake who would talk about Black Space.

#FORGOTTEN PIER: Inhabitants from the FORGOTTEN PIER are speaking from another realm which they call BLACK HOLE, DARK VOID, DEEP PIT,
#SHADOWY CHASM, or ABYSS. They escape for a bit, but it will always pull them back.

#Common SOMETHINGs are Dream World NPCs that have stayed in BLACK SPACE for a long time.

#message_15:
#      text: \n<LOST SOUL>\fn<OMORI_GAME>When I was young, my mother told me to beware of a place called the \c[11]SHADOWY CHASM\c[0], but I didn't listen...\!<br>Now I'm stuck here forever...

#message_16:
#      text: \n<LOST SOUL>\fn<OMORI_GAME>I can linger for a while, but...\!<br>\quake[1]it\quake[0] will always pull me back...

#message_17:
#      text: \n<LOST SOUL>\fn<OMORI_GAME>I used to have a friend...\! but the longer we stayed here, he started to...\! turn into something else...\! Oh, how I miss my friend...
dreamworld_extras_objectflavor

The entirety of this file is unused.

# =========================================================================================
# Dreamworld Object flavor text
# =========================================================================================

#Save for implementation
dreamworld_lost_forest

Daddy Longlegs' final dialogue originally started somewhat differently:

#message_39:
#    text:  \n<DADDY LONGLEGS>Do you understand, children?
    #YES/NO

#message_40:
#    text: \n<DADDY LONGLEGS>Good.\! Now, I will leave you with a warning.

#message_41:
#    text: \n<DADDY LONGLEGS>I'm sorry. As conflicted as I am, this tale was not meant to be repeated.\! Now, I will leave you with a warning.
faraway_conditional

Originally there were intended to be alternate scenes for Headspace on the regular route, reflecting Sunny's perception of his friends changing.

# =========================================================================================
# Farawway town Conditional changes
# =========================================================================================

# =========================================================================================
#If opened door on Day 1 of Faraway town
# =========================================================================================

#Cutscene: Pyrefly Intro
#Enter Pyrefly Forest
#KEL: Ugh... I hate this place... It gives me the heebie-jeebies...
#AUBREY: Don't be such a baby, KEL. They're just bugs!
#KEL: Aaaah! There's a huge bug in your hair!
#AUBREY: W-What? Where? Get it off! Get it off!
#KEL: Haha! Just kidding! Look who's the scared one now.
#AUBREY: Hmph! That's not very funny, KEL...
                    #>>>>>> changes to >>>>>>
message_1:
      faceset: MainCharacters_DreamWorld
      faceindex: 29
      text: \kelUgh... \!I hate this place... It gives me the heebie-jeebies...

message_2:
      faceset: MainCharacters_DreamWorld
      faceindex: 9
      text: \aubDon't be such a baby, KEL. They're just bugs!

message_3:
      faceset: MainCharacters_DreamWorld
      faceindex: 31
      text: \kel\{\Com[2]\QUAKE[1]Aaaaaahhhh!!\}\!<br>\Com[2]There's a huge bug in your hair!!\QUAKE[0]

message_4:
      faceset: MainCharacters_DreamWorld
      faceindex: 7
      text: \aub\{\Com[2]\QUAKE[1]W-What!? \!Where!? \!\Com[2]Get it off!!\}\QUAKE[0]

message_5:
      faceset: MainCharacters_DreamWorld
      faceindex: 10
      text: \aub\Com[2]\QUAKE[1]Get it off before I kick you in your fart box!\QUAKE[0]

message_6:
      faceset: MainCharacters_DreamWorld
      faceindex: 28
      text: \kelWhoa... \!Chill out, AUBREY... \!It was just a prank...

message_7:
      faceset: MainCharacters_DreamWorld
      faceindex: 4
      text: \aubGoodness! \!I'm sorry! \!I don't know what came over me...

message_8:
      faceset: MainCharacters_DreamWorld
      faceindex: 9
      text: \aubAnyway, that's not very funny, KEL...\!<br>You better apologize to me right now, or else-

message_9:
      faceset: MainCharacters_DreamWorld
      faceindex: 26
      text: \kelYeah, yeah... I'm sorry...

#TVGIRL:
#TVGIRL: Dang... All they've been showing lately is re-runs... When is something interesting going to show up?
                                      #>>>>>> changes to >>>>>>
message_10:
      text: \n<TV GIRL>There's a new show that just started airing! \!<br>It's a little dramatic, but pretty interesting...<br>\!I'm already hooked!


# =========================================================================================
#If opened door on Day 2 of Faraway town
# =========================================================================================

#I LOVE PICKLES!
#MARI'S PICNIC
#Location: SWEETHEART'S CASTLE - PRISON B1
#In MARI's Intro Dialogue,
#KEL: Awww... Yuck! I hate pickles! Next time, can you sneak in some jam instead?
                        #>>>>>> changes to >>>>>>
message_20:
      faceset: MainCharacters_DreamWorld
      faceindex: 17
      text: \kel\{\Com[2]Yum!! \Com[2]I love pickles!\}

#BERLY PUNCH:
#Only triggers once.
#Before playing her usual dialogue, BERLY punches leader.
message_21:
      faceset: MainCharacters_DreamWorld
      faceindex: 30
      text: \kel\Com[2]Hey! What'd you do that for!?

message_22:
      text: \berI dunno... \!I just felt like doing it.

#SAD EXPRESSION (DAY 3 ONLY):
#MARI'S PICNIC
#Only triggers once.
#After playing her usual dialogue, MARI says:

message_23:
      faceset: MainCharacter_Mari
      faceindex: 2
      text: \marHey... OMORI... Are you okay?

message_24:
      faceset: MainCharacter_Mari
      faceindex: 4
      text: \marYour expression looks a little bit sad to me lately...\!<br>Is something wrong?


# =========================================================================================
#After entering piano room in FARAWAY TOWN
# =========================================================================================
#Grand Pianos appear all over DREAM WORLD.
#Grand Pianos can be played in any order.

#Locations:

#VAST FOREST: Forest Playground
#SWEETHEART'S CASTLE: In the Ballroom
#JUNKYARD: Near the Couch? Somewhere that looks cool
#LAST RESORT: Mr Jawsum's Room
#ORANGE OASIS: In the middle of the desert
#FROZEN FOREST ENTRANCE: In the middle of the snow-covered field

#Upon examining a piano:

message_40:
      text: It's a grand piano. \!<br>The word \"OMORI\" is etched across the center.

message_41:
      text: Do you want to sit down?
#yes/no
#PIANO (1)

message_42:
      text: Two notes echo in your head...<br>\!You position your hands to play.

#PIANO (2)
message_43:
      text: Some notes echo in your head...<br>\!You position your hands to play.

#PIANO (3)
message_44:
      text: A part of a melody comes to you...<br>\!You position your hands to play.

#PIANO (4)
#same text as Piano 3

#PIANO (5)
#same text as Piano 3

#PIANO (6)
message_45:
      text: You remember a familiar melody... \!<br>Your hands move on their own.

#After playing the piano, it will disappear.



#Finding all the Pianos will trigger Cutscene: Piano and Violin

#OMORI sitting at the piano.
#Camera zooms to MARI at entrance of room. MARI walks up to him.
#MARI turns over to face PLAYER on the chair.

message_46:
      text: \marOh! Hey, \n[8]... \!<br>I see you're getting better at reading music, hehe!

message_47:
      text: \marThis is a new song that I'm learning... \!Do you like it?

message_48:
      text: \marI'm pretty sure there's a duet version for piano and violin...

message_49:
      text: \marDid you want to learn how to play it together?
farawaytown_dialogue_day3_day

One line was cut from Kim's dialogue in the park on One Day Left.

#message_25:
#      text: \kimUntil then... we were going to play our favorite game...\!<br>\{\COM[2]DING-DONG DITCH!

#Ding Dong Ditch: Explanation
farawaytown_extradialogue

After Sunny wakes up during the sleepover at Basil's house, there are check messages for Aubrey, Hero, and Kel. Originally, the check messages used in the final game would only be used for the second time the player checked them; there was different text for the first time they were checked.

#1st talk
#message_20:
#      text: Even though KEL is just as you remember him...\!<br>you still can tell he has grown while you were gone.\!<br>Something about that hurts, but you don't know why.

#1st talk
#message_24:
#      text: Loud, angry, violent...\! AUBREY has changed a lot...\!<br>But, she still hardly makes a noise when she sleeps.

#1st talk
#message_28:
#      text: HERO looks peaceful...\! but you can't help but worry.\!<br>For a moment, you wonder what his life would have been like if MARI was still there.
farawaytown_extras_endings

These lines, probably the most infamous of all the unused dialogue, are not commented out but are marked unused:


# =========================================================================================
# Something in the Walls
# =========================================================================================

#UNUSED
message_1:
      text: \n<SOMETHING>\fn<OMORI_GAME>Oh... Little brother...\! You... You are scared.\!<br>Please... Let me take care of you...

message_2:
      text: \n<SOMETHING>\fn<OMORI_GAME>I can tell...\! The look in your eyes shows me...\!<br>You are tired.\! Please... Let me take care of you...

message_3:
      text: \n<SOMETHING>\fn<OMORI_GAME>Little brother...\! Please, look at me...\! I am worried about you...\! Your eyes are swollen and your fingers are bruised...\!<br>Let me take care of you...

message_4:
      text: \n<SOMETHING>\fn<OMORI_GAME>Oh, little brother...\! Please do not resist...\! After all I've done for you...\! Will you not trust me?\! Please... Let me take care of you...

message_5:
      text: \n<SOMETHING>\fn<OMORI_GAME>Sweet, little brother...\! You... You are confused...\! Why do you deny my help?\! I will always want the best for you...\! You know that, don't you?\! Please...\! Let me take care of you...


message_6:
      text: \n<SOMETHING>\fn<OMORI_GAME>I'm sorry... Sweet little brother...\! I must insist...\! Your eyes... They are welled with tears and your fingers...\ They shake in pain.\! Do not worry, little brother.\! I will take care of you...

message_7:
      text: \n<SOMETHING>\fn<OMORI_GAME>Sweet little brother.\! It is time to rest...\!<br>Shut your eyes... and stay very, very still...

message_8:
      text: NO

message_9:
      text: YES

message_10:
      text: You feel something crawling up your leg.

message_11:
      text: You feel something crawling on your neck.
farawaytown_extras_marinight

The entirety of this file is unused:


# =========================================================================================
# Mari at Night
# =========================================================================================

#Save for later
farawaytown_extras_misc

This file has a lot of unused dialogue.

Originally there was going to be a karaoke machine at Gino's.

#Pizza Karaoke
#!!!THIS SCENE IS NO LONGER APPLICABLE!!!*

message_5:
      text: It's a karaoke machine.\!<br>Who do you want to sing?

message_6:
      text: You pointed at KEL.

message_7:
      text: You pointed at AUBREY.

message_8:
      text: You pointed at HERO.
#Pick KEL/Aubrey/Hero when applicable

Originally the key to the toy box was to have been buried by Sunny and Basil under the tree stump instead of hiding it in the treehouse, and there was to be a flashback of them burying it.

#Flashback to BASIL and PLAYER burying the key at the stump
#Shoveling noises
#!!!THIS SCENE IS NO LONGER APPLICABLE!!!*

message_9:
      text: \basHuff...\! huff...\! There...\! it's done.

message_10:
      text: \basNow that we've hidden everything, no one will ever find out...

message_11:
      text: \basD-Don't look so scared, \n[8]...\!<br>At least we have each other...\!<br>I'll protect you! You can count on me!

message_12:
      text: \basEverything will be okay...\! won't it?

Originally the closet would be visible on One Day Left.

message_20:
      faceset: MainCharacters_Faraway
      faceindex: 17
      text: \kelWhat are you going in the closet for, \n[8]?\! You can do your chores later.\! Come on, let's make your last day worthwhile!

There are several unused items that were intended for the sorting chore.

#delete the entry below
message_156:
      text: \"THE ADVENTURES OF CAPT. SPACEBOY\" COMIC[BOOK]

#delete the entry below
message_158:
      text: \"REVENGE OF SWEETHEART\" COMIC[BOOK]
#delete the entry below
message_159:
      text: \"DIGGING DINOS\" COLORING BOOK[BOOK]

#delete the entry below
message_163:
      text: \"WEEPING WILLOW\" BOOK[BOOK]

#delete the entry below
message_166:
      text: \"THE BIG YELLOW CAT\" BOOK[BOOK]

#delete the entry below
message_168:
      text: \"THE PLAYGROUND IN THE FOREST\" BOOK[BOOK]
#delete the entry below
message_169:
      text: \"THE LONELY SCARECROW\" BOOK[BOOK]

There is unused text for Sunny refusing to enter the back yard.

message_210:
      text: You can't go out right now. REPLACE WITH HEAD SHAKING
farawaytown_extras_objectflavor

There is unused text for eating the big bag of candy Kel buys to bribe Kim and Vance.

# Big Bag of Candy
#message_110:
#      text: There was so much \c[3]CANDY\c[0], it barely fit in your mouth.
farawaytown_extras_pizzaminigame

Originally you would have to take the "Help Wanted" poster to the counter to take the job.

message_11:
      text: You took the 'HELP WANTED' poster.\! Maybe you can ask about the job at the counter.
farawaytown_extras_shop

Originally you could sell stuff to all the shops in Faraway Town, not just Hobbeez.

            #Supermarket

#item selling ok
message_103:
      text: \n<OTHERMART LADY>HOW MUCH?\.\^
#item selling prompt
message_104:
      text: \n<OTHERMART LADY>THIS PRICE OK? $<SHOPTOTAL>.00.

            #Bakery

#item selling ok
message_83:
      text: \n<MR. BAKER>Oh, you want to sell us something?
#item selling prompt
message_84:
      text: \n<MR. BAKER>The total will be $<SHOPTOTAL>.00.\.\^

            #Candy Shop

#item selling ok
message_73:
      text: \n<MISS CANDICE>What's this? You're selling to me? Smiley, smiley!\.\^
#item selling prompt
message_74:
      text: \n<MISS CANDICE>I think I'll pay this much! Smiley, smiley!\.\^

            #Pharmacy

#item selling ok
message_93:
      text: \n<PHARMACIST>Oh, you're asking me to buy something?\.\^
#item selling prompt
message_94:
      text: \n<PHARMACIST>Sure, son. The total will be $<SHOPTOTAL>.00.\.\^

            #GINO'S PIZZA

#item selling ok
message_53:
      text: \n<PIZZA MAN>Sure... How many will you sell?\.\^
#item selling prompt
message_54:
      text: \n<PIZZA MAN>Hmm... Do you think this will do?

            #Hardware Store

#item selling ok
message_63:
      text: \n<FIX-IT GUY>How many will you get rid of?\.\^
#item selling prompt
message_64:
      text: \n<FIX-IT GUY>It would come out to... about this much.\.\^

          #apple guy / orange guy

#item selling ok
message_123:
      text: \n<ORANGE GUY>How many will you sell?
#item selling prompt
message_124:
      text: \n<ORANGE GUY>It would come out to... $<SHOPTOTAL>.00.

#item selling ok
message_133:
      text: \n<APPLE GUY>How many will you sell?
#item selling prompt
message_134:
      text: \n<APPLE GUY>It would come out to... $<SHOPTOTAL>.00.
hide_and_seek

Originally Life Jam and Life Jam Guy would be introduced after the Boss tutorial battle. Note the reference in the dev comments to "Super Life Jam", an item not present or mentioned in the final game.

#KEL became toast

message_150:
      text: \herActually, wait a minute... I think KEL just became TOAST!

message_151:
      text: \aubHuh? Oh, you're right.

message_152:
      text: \aubUseless as ever, I see.

message_153:
      text: \herThat's not good...\! Does anybody have some \c[3]LIFE JAM\c[0] on hand to-

message_154:
      text: \n<LIFE JAM GUY>\com[2]\{DID SOMEONE SAY \{\c[3]LIFE JAM\c[0]!?

# -----------------------------------------------------------------------------------------------------------------------------

# LIFE JAM GUY: (Use placeholder graphic)

message_155:
      text: \n<LIFE JAM GUY>Hey, kids! I'm the \c[3]LIFE JAM\c[0] guy!<br>\!I sell \c[3]LIFE JAM\c[0]!\! It really works!

message_156:
      text: \n<LIFE JAM GUY>Would you like a free demo?

# [YES/NO]

# If [YES], he destroys everyone in battle except you (because of plot armor).
# *fade out of battle*

message_157:
      text: \n<LIFE JAM GUY>Don't be ridiculous...\! \com[2]Of course you do!

message_158:
      text: \n<LIFE JAM GUY>Very good, yes?<br>\!Now... Would you like to buy some \c[3]LIFE JAM\c[0]?<br>\!It will only cost you 250 CLAMS.\$

message_159:
      text: \n<LIFE JAM GUY>Would you like to buy some \c[3]LIFE JAM\c[0]?<br>\!It will only cost you 250 CLAMS.\$

message_160:
      text: You got \c[3]LIFE JAM\c[0].

message_161:
      text: \n<LIFE JAM GUY>Hm, you don't have enough CLAMS.<br>\!Come back when you've got more!

message_162:
      text: \n<LIFE JAM GUY>Haha, that's okay.\! You will need to later.

message_163:
      text: \n<LIFE JAM GUY>\com[2]\c[3]LIFE JAM\c[0]!\! It really works!

message_164:
      text: \n<LIFE JAM GUY>How did you like my free demo?\! Haha, I'm kidding.\!<br>I know you loved it!

message_165:
      text: \n<LIFE JAM GUY>Oh! I see you are still hurt.\! No worries! I will heal you, haha!

# Note: He'll probably do something similar later with SUPER LIFE JAM

message_180:
      text: \basHaha, what a strange person.\!<br>How are you feeling, KEL?

message_181:
      text: \kelHm? Why do you ask?

message_182:
      text: \aubYou just got turned into TOAST! Don't you remember?

message_183:
      text: \kelI got turned into TOAST? I don't know, that sounds pretty crazy. If something like that happened, I'd definitely remember.

message_184:
      text: \kelWhoa, did you find everybody, OMORI? You're pretty good at hide and seek, huh?

message_185:
      text: \aub... We're going to BASIL's house now.
new_npcs

There is dialogue for a character named Megaphone who would appear at the Train Station.

#Megaphone
#Location: Train Station
message_145:
      text: \n<MEGAPHONE>A lot of trains used to run through this forest, but there's only one now.
party_dialogue

This line from Mari was replaced by one from Kel to the same effect.

# message_316:
#       faceset: MainCharacter_Mari
#       faceindex: 2
#       text: \marYou guys said you were looking for BASIL, right?

The cutscene in Humphrey where Kel throws away the flower crown was originally much longer (lines 380 and 381 are used and are included for context).

message_380:
      faceset: MainCharacters_DreamWorld
      faceindex: 10
      text: \aubApology not accepted!

#*AUBREY turns away*

message_381:
      faceset: MainCharacters_DreamWorld
      faceindex: 9
      text: \aubHmph!

#message_382:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 40
#      text: \herAUBREY... I understand how you feel.\! KEL shouldn't have done something so brash, but you have to let it go too, okay?

#message_383:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 40
#      text: \herIt's just some flowers...

#message_384:
  #    faceset: MainCharacters_DreamWorld
#      faceindex: 4
#      text: \aub...\! Yeah...\! I know...\!<br>I don't think he deserves it...\! but I'll forgive him...\!<br>for you, HERO.

#message_385:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 36
#      text: \herThanks, AUBREY.\! You're the best.

#message_386:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 9
#      text: \aubAhem...\! Fine.\! I forgive you, KEL...

#message_387:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 18
#      text: \kelYour forgiveness...\! is accepted!

#message_388:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 11
#      text: \aub...

#message_390:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 42
#      text: \herSigh...

There is a lengthy Black Space introduction sequence that was cut from the final game. It would have started after the final game's cutscene after defeating Humphrey. Line 432 is used in the final game and is included for context.

message_432:
      faceset: MainCharacters_DreamWorld
      faceindex: 4
      text: \aubI guess that's true...\! I am a little tired of worrying so much.

message_600:
      faceset: MainCharacters_DreamWorld
      faceindex: 4
      text: \aubGuys...\! I can't help but shake the feeling that we're forgetting something important.

message_433:
      faceset: MainCharacters_DreamWorld
      faceindex: 28
      text: \kelAUBREY...\! Now you're startin' to get me all worked up too.


message_601:
      faceset: MainCharacters_DreamWorld
      faceindex: 37
      text: \herHey, I have an idea!\! You know what we haven't done in a while?\! Play some card games!

message_602:
      faceset: MainCharacters_DreamWorld
      faceindex: 19
      text: \kelGood thinking, big bro!\! AUBREY, you're probably just tired from traveling around so much.

message_603:
      faceset: MainCharacters_DreamWorld
      faceindex: 18
      text: \kelI think what we all need is some rest and relaxation back in \c[11]NEIGHBOR'S ROOM\c[0]!

message_604:
      faceset: MainCharacters_DreamWorld
      faceindex: 4
      text: \aubYou know what... you're right.\!<br>It feels like we haven't been home in forever.

message_605:
      faceset: MainCharacters_DreamWorld
      faceindex: 17
      text: \kelDon't rest too easy though!\! Or else I'll whoop all your butts at cards again!\! You all make it way too easy for me!

message_606:
      faceset: MainCharacters_DreamWorld
      faceindex: 10
      text: \aub\sinv[1]Oh... really?\sinv[0]\! Well...\! We'll see about that!

message_607:
      faceset: MainCharacters_DreamWorld
      faceindex: 39
      text: \herC'mon, guys.\! Save your energy for the game!

message_435:
      faceset: MainCharacters_DreamWorld
      faceindex: 37
      text: \herBefore we head back, was there something you wanted to do around here, OMORI?\! We'll follow your lead!

#------------------------------------------------------------------------------------------

#CARDS IN NEIGHBOR'S ROOM:

#Select Playing cards breaktime

#*KEL, AUBREY, HERO, and OMORI playing cards*

message_440:
      faceset: MainCharacters_DreamWorld
      faceindex: 3
      text: \aubMARI!

message_441:
      faceset: MainCharacter_Mari
      faceindex: 3
      text: \marHi, everyone!\! Taking a break from wandering, I see.\! Are you enjoying yourselves?

message_442:
      faceset: MainCharacters_DreamWorld
      faceindex: 19
      text: \kelYeah, it's been a while.\!<br>But you know what...\! My legs just can't keep still!

message_443:
      faceset: MainCharacter_Mari
      faceindex: 0
      text: \marOh, you're bored, KEL?\! Well then, I may know of something that will interest you.

message_444:
      faceset: MainCharacter_Mari
      faceindex: 7
      text: \marWord is there's an old, empty house past the large fog south of the playground.

message_445:
      faceset: MainCharacters_DreamWorld
      faceindex: 6
      text: \aubAn old, empty house?\! Sounds kind of spooky...

message_446:
      faceset: MainCharacters_DreamWorld
      faceindex: 47
      text: \herMARI...\! You always like to do scary things like this.\!<br>How do you have the stomach for it?

message_447:
      faceset: MainCharacter_Mari
      faceindex: 6
      text: \marI don't know...\!<br>Sometimes it's fun to get a little scared, don't you think?

message_448:
      faceset: MainCharacters_DreamWorld
      faceindex: 18
      text: \kelI understand you completely, MARI.\!<br>Come on, guys! Where's your sense of adventure?\!<br>Don't tell me you're all too chicken!

message_449:
      faceset: MainCharacters_DreamWorld
      faceindex: 8
      text: \aubAlright, fine...\! I'm in.

message_450:
      faceset: MainCharacters_DreamWorld
      faceindex: 42
      text: \herSigh... I guess I'll go too, since everyone else is going.

message_451:
      faceset: MainCharacter_Mari
      faceindex: 6
      text: \marThat's the spirit, everyone.\!<br>Don't be scared. We're all going together!

#MARI joined your party.

#(Note: After this cutscene, Silent Cat disappears)

message_455:
      text: An unfinished game of cards.

#------------------------------------------------------------------------------------------

#After this cutscene, if you try to go on another path:
#Before climbing ladder
#Before entering Pyrefly Forest
#Before swimming on pier
#Trying to enter Vast Forest (not path)
#Trying to board pluto

message_460:
      faceset: MainCharacter_Mari
      faceindex: 2
      text: \marThis isn't the way to the empty house!<br>\!Did you guys want to go do something else instead?
#[YES/NO]

#[YES]
message_461:
      faceset: MainCharacter_Mari
      faceindex: 3
      text: \marNo problem!\! Just come visit me at the path south of the playground when you're ready!

#[NO]
message_462:
      faceset: MainCharacter_Mari
      faceindex: 0
      text: \marLet's head back to the forest path then...<br>the one south of the playground!

#------------------------------------------------------------------------------------------

#Upon examining flower fields:
message_465:
      text: A dead flower.

#------------------------------------------------------------------------------------------

#Talking to MARI at the picnic (after leaving) or reaching the picnic here:

message_470:
      faceset: MainCharacter_Mari
      faceindex: 3
      text: \marNice! You're all here.\! The empty house is just at the end of this path.

#*Or

message_471:
      faceset: MainCharacter_Mari
      faceindex: 3
      text: \marNice! We're all here!

#*Then

message_472:
      faceset: MainCharacter_Mari
      faceindex: 2
      text: \marThe house is just at the end of this path.

message_473:
      faceset: MainCharacter_Mari
      faceindex: 6
      text: \marLet's go!

#MARI joined the party. (If you reach picnic here after leaving)

#Note: You cannot talk to MARI at the basil path picnic if you did not go into Neighbor's Room first because the fog will still be too thick to enter MARI's picnic map. Basil's flower path map will be foggy, but can be accessed.

#------------------------------------------------------------------------------------------

#Entering Basil's House Entrance:

#Camera pans down with dead trees.


#------------------------------------------------------------------------------------------

#Entering Basil's House: (Void, giant black hole covering almost all of the floor)

#*Upon entering, OMORI walks alone and his party members block the entrance. STAB becomes available as an option*

#*A bunch of eyes open up in the darkness and close again*

#Talk to HERO
#message_490:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 46
#      text: \herWhoa...\! What is this place?\! It's a mess...<br>\!Who do you think it belonged to?

#Talk to AUBREY or KEL
#message_491:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 10
#      text: \aubWatch where you're stepping KEL!<br>There isn't a floor here...

#message_492:
#      faceset: MainCharacters_DreamWorld
#      faceindex: 26
#      text: \kelIt doesn't look like there are any ghosts, either.\!<br>\Sinv[1]Maaaaaaannnnnnnnnnnnn...\Sinv[0] What a letdown!

#message_493:
#      faceset: MainCharacter_Mari
#      faceindex: 4
#      text: \marI don't know why, but I can't help but feel a little depressed in this place...

#Talk to MARI again:
message_494:
      faceset: MainCharacter_Mari
      faceindex: 4
      text: \marSigh...\! I guess there really is nothing here after all.

#Examine black hole:
message_495:
      text: It's a long way down...\| Do you want to jump?

#[YES/NO]

#[YES]

#*Screen goes black, but then suddenly stops fading out.

message_497:
      faceset: MainCharacter_Mari
      faceindex: 2
      text: \marOMORI! What are you doing?<br>\!You look like you were just about to fall in!

message_498:
      faceset: MainCharacter_Mari
      faceindex: 4
      text: \marStay with me, OMORI...\! I don't want to lose you again.

#*OMORI must stab himself in front of his friends.
#*While OMORI is stabbing, his frames switch between OMORI and PLAYER's.

#*After he does so, PLAYER (not OMORI) wakes up in BASIL's house alone.
#*His friends are frozen in time and it's glitchy.

#*PLAYER can fall into the hole now that he's alone.

message_499:
      text: It's a long way down...

#[YES/NO]

#*PLAYER falls down the hole animation.
#*PLAYER falls in MARI's coffin map in a pool and must “face his fears” by swimming up from the pool to a forest with spider webs, then climbing a staircase.
#*One PLAYER reaches the top of the staircase, camera pans down from top to showcase MARI's coffin before centering on PLAYER.

#*When PLAYER tries to reach the coffin, PLAYER jolts back and the screen glitches out. During the glitch, PLAYER's sprite turns into OMORI's while MARI's coffin also suddenly disappears. In place of MARI's coffin is a black door.

#Examine Black Door:
message_501:
      text: A black door casts no shadow.\! What do you want to do?

#STARE AT THE DOOR
#OPEN THE DOOR

#*Select OPEN THE DOOR to enter BLACK SPACE
pluto

There is unused Pluto dialogue that going from the subheading would have come after the Space Boyfriend fight.

# =========================================================================================
# AFTER SBF
# =========================================================================================

#message_60:
#    text: \pluGreetings, children. I sensed you were in need of a ride, so I decided to wait here and \c[1]FLEX\c[0] in the meantime. How about it?

#message_61:
#    text: \pluExcellent! Hop aboard!
xx_battle_test

There is a second line for angry Space Ex-Husband which is unused.

#message_645:
#   text: >
#    \>SPACE EX-HUSBAND: \<I GAVE HER MY HEART AND SHE THREW IT AWAY SO EASILY!
XX_MELON

Presumably intended for Pyrefly Forest.

# -----------------------------------------------
# - 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

Originally Carol the Illustrious could be given non-Tofu food.

# message_20:
#     text: \n<GUARD MOLE>Ugh... Bleh!\! What did you give me!?\!<br>I cannot break my vows over this gruel!

There are several leftover lines of dialogue that suggest the original economy of Dino's Dig was different from the final.

# 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_427:
#     text: You don't have enough DINO POINTS.

# message_59:
#     text: Trade DINO EGGS!

Originally there was to be a puzzle in Underwater Highway involving finding a toolbox to repair a bridge.

# -----------------------------------------------
# - 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.

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 ###
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. 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...\.\^

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 an earlier version of the Black Space intro (see above).

# =========================================================================================

#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!\.\^
XX_QUEST_TRACKER

The entirety of this file is unused.

# =========================================================================================
# 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!

Developer notes worth mentioning

The text files are extensively annotated with developer notes, including cutscene names, cutscene triggers, and "stage directions". While most simply state what is in the game, some reference cut content or otherwise give insight into the game's development.

17_cutscenes_pollysworry

The comment about the trigger for Kel's lines while shopping on Two Days Left mentions a shopping minigame not present in the final game.

# =========================================================================================
# Cutscene: We Got the Stuff
# =========================================================================================

#Trigger: Complete Mini-Game: Shopping and talk to PIZZA MAN in GINO'S PIZZA.
25_cutscenes_blackhole

The comment about the trigger for the cutscene in the piano room during Hero and Kel's sleepover mentions a "mirror puzzle" not present in the final game.

# =========================================================================================
# Cutscene: Duet
# =========================================================================================

#Trigger: Solve Mirror Puzzle in Piano Room.

#MARI plays a bit of duet.
black_space_rev

This file is almost more developer notes than actual game text, containing an extensive description of the final game's Black Space sequence. Here's a small part of it:

#--------------------------------------------------------------------------------------------

#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.

#--------------------------------------------------------------------------------------------
dreamworld_extras_blackspace

The developer notes in this file mention lines from Captain Spaceboy, but said lines are absent from the file.

#otherworld

#CAPT. SPACEBOY mentions the existence of a BLACK HOLE when he travels too far in the Universe.
dreamworld_npc_dialogue_orangeoasis

There are dev notes in this file that mention an "ingredients quest" for Mina, which is not present in the final game. However, in the final game if the player talks to Mina as Hero she will mention that he helped her gather ingredients for her "unlimited cheesecake supply", which is perhaps a remnant of this quest.

#MINA: Lcation: MINA'S CAVE: Ingredients quest
dw_hero_charm

The dev notes in this file mention dialogue from the Space Pirate Chief when talked to as Hero, but these lines are not in the file. They were present in the 2018 demo, though.

#Space Pirate Chief - Otherworld - Inspired me to become a Space Pirate → POPCORN
farawaytown_dialogue_strangers

The resemblance of the "Skinny Boy" and "Energetic Boy" NPCs to Sunny is mentioned in the dev notes.

# ===================STRANGER 10================
#Player lookalike

message_90:
      text: \n<SKINNY BOY>Whatchu lookin' at, mister?

# ===================STRANGER 11================
#Kel lookalike

message_100:
      text: \n<ENERGETIC BOY>I'm playing a game with my best friend!
gacha_minigame

For some reason this file, which contains the text associated with the Hobbeez capsule machine, is labelled as "Dreamworld Extras" in the comments.

# =========================================================================================
# Dreamworld Extras
# =========================================================================================
new_npcs

After Mr. Outback's dialogue are these comments:

#rootin and tootin
#buckaroo


npc_general

This file has no non-comment lines.

# ========================================================================================
# NPC GENERAL LAUGHS AND CATCHPHRASES
# ========================================================================================

#----------------------------
#SWEETHEART
#----------------------------


#----------------------------
#ANGEL
#----------------------------


#----------------------------
#PLUTO
#----------------------------

#----------------------------
#MR JAWSUM
#----------------------------

#----------------------------
#MARINA
#----------------------------

#----------------------------
#MOLLY
#----------------------------

#----------------------------
#MEDUSA
#----------------------------

#----------------------------
#HUMPHREY
#----------------------------


#----------------------------
#KIM / BERLY
#----------------------------


party_dialogue

This file starts with a comment including a date, presumably of creation.

#NEW DIALOGUE 2/8/20
sidequest_dreamworld_coffeemachine

Line 26 is annotated with a suggestion that was evidently taken up on.

message_26:
    text: \tvgNow that this new one is all fixed up, I don't have to drink that gross instant coffee crap anymore.
#maybe crap instead of stuff? lol
sidequest_dreamworld_crowfriends

Two lines have notes that appear to come from some sort of editing process.

message_2:
    text: \n<MR. SCARECROW>I apologize, but I'm afraid I must burden you with a task I cannot complete with my own capabilities.
#original line was about being "in a rut", which means something else entirely

message_15:
    text: \n<CROW>Caw, caw!\!<br>(Please do, if it's not too much of a bother. I miss him, too!)
# Crows caw, not squawk
sidequest_dreamworld_ingredients

This sidequest was cut from the final game and no dialogue survives in the files. However, the comments indicating the steps that the quest would have required remain.


# =========================================================================================
# INGREDIENTS
# ========================================================================================

#Save for Implementation: messages 560 - 580

#Talk to Mina
#Talk to Maid Mole
#Talk to Chef MOLE
#Talk to Butler MOLE
#Talk to Mina
televisions

This file consists of 110 blank line entries and two identical commented headers. It looks like originally the televisions in Faraway Town would have unique text when checked.

# =========================================================================================
# ** FARAWAY TOWN
# =========================================================================================

Lines I'm unsure on whether or not they're used

01_map_whitespace
message_409:
    text: "\\n<MEWO>Meow?\\! (When is Mom coming back?)"
21_cutscenes_lastresort
#Trigger: Head to North Coast

message_200:
      text: A thick fog envelops the entire forest.

#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
black_space_rev
#--------------------------------------------------------------------------------------------

#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?


#--------------------------------------------------------------------------------------------
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...
dreamworld_extras_blackspace
#PINWHEEL FOREST: KITE KID mentions that sometimes when his eye follows his kite, he catches a glimpse of a DARK VOID in the sky.

message_5:
      text: \n<KITE KID>I haven't told anyone this before...\! but sometimes when I'm looking up at my kite, I catch a glimpse of a \c[11]DARK VOID\c[0] in the sky from the corner of my eye.

message_6:
      text: \n<KITE KID>I used to see it very rarely, but these days it's been happening much more frequently.\! I wonder if it means anything...

#SPROUT MOLE legend states that there used to be more SPROUT MOLES, but many of them were curious and dug too deep into the ground,
#reaching a mystical realm we now call the  DEEP PIT. It seems that the location has been lost for centuries.
#Some say that it mysteriously vanished without a trace.

message_7:
      text: \n<SPROUT MOLE TEACHER>SPROUT MOLE legend states that our kind used to prosper throughout all regions of the world, but our ancestors were curious and dug too deep into the ground.

message_8:
      text: \n<SPROUT MOLE TEACHER>They discovered a mysterious hole that sucked hundreds and thousands of our species in, never to be seen again.

message_9:
      text: \n<SPROUT MOLE TEACHER>The location of the \c[11]DEEP PIT\c[0], as it was called, has been lost for centuries, though some say that it simply vanished without a trace.

#ORANGE OASIS: One of MINA's kids mentions the story of the SHADOWY CHASM, a place where all bad kids go.

message_10:
      text: \n<MINA'S KID>Mom tells us not to walk too far from the cave or else we'll be swallowed by the \c[11]SHADOWY CHASM\c[0]...\! She says that's where all the bad kids go.
fa_fridges
#AUBREY'S HOUSE (CAN'T GET TO FRIDGE)

message_11:
    text: Mold.
farawaytown_dialogue_day1_day
#BEES DEATH REVIVE

message_420:
      text: \n<PHARMACIST>Are you kids okay?\! Some passersby found the both of you passed out on the floor covered in wasp stings and brought you here.

message_421:
      text: \n<PHARMACIST>I've already treated you...\! and...\! luckily, it looks like neither of you are allergic, so you should be okay!

message_422:
      text: \n<PHARMACIST>But next time don't be playing with wasp nests like that.\! They're no joke!
farawaytown_extras_endings
# =========================================================================================
# Fear of Heights
# =========================================================================================

message_30:
      text: Are you sure you want to go downstairs?

message_31:
      text: You don't want to go down the stairs.

message_32:
      text: You don't want to look down.

message_33:
      text: You feel dizzy...\! Maybe you can sleep it off...
farawaytown_extras_misc
#Interacting with PLAYER house door

message_0:
      text: Nobody's home.

#KEL at door

message_1:
      text: \who\Sinv[1]Helllooooo...\! Helllloooooooooooo?\! Is anyone there?

message_2:
      text: You hear a raspy voice you don't recognize from the door.

#After Polly Cont. Cutscene

message_3:
      text: BASIL is fiddling with his \c[4]PHOTO ALBUM\c[0].\!<br>His hands are shaking...

#Exclamation mark on BASIL

message_4:
      faceset: MainCharacter_Basil
      faceindex: 17
      text: \basOh!\! Hello, \n[8]...
message_21:
      faceset: MainCharacters_Faraway
      faceindex: 17
      text: \kelThat's not the way to \c[11]HOBBEEZ\c[0]! Remember, \n[8], it's in the \c[11]TOWN PLAZA\c[0] north of here!

message_22:
      faceset: MainCharacters_Faraway
      faceindex: 17
      text: \kelCome on, \n[8], let's go to \c[11]HOBBEEZ\c[0] first!

message_23:
      faceset: MainCharacters_Faraway
      faceindex: 17
      text: \kelThat's not the way to \c[11]BASIL'S HOUSE\c[0]!\! Remember, \n[8]? It's on the street that's diagonal from ours from the crosswalk.
farawaytown_extras_shop
#BATINO
message_300:
      text: \n<FIX-IT EMPLOYEE>MANDO's got me doin' everything around here.\! How am I supposed to reach the top shelf when we're all sold out of ladders?
hide_and_seek
# When walking down to roadblocks:

message_79:
      text: \n<NEB>Pst... pst... pst...

message_80:
      text: \n<DAISY>Hehe... pst... pst... pst...

message_81:
      text: \n<SHARLEEN>\}...\! Ah...

# You feel like you're interrupting something important.
# *OMORI takes a step back*
party_dialogue
#FIRST TIME CUTTING: (UNSURE IF NEEDED)
#Kel inspires OMORI into using CUT for the first time.

message_1:
      faceset: MainCharacters_DreamWorld
      faceindex: 19
      text: \kelLook, OMORI! I bet you could cut down this root!\!<br>Go on, give it a try!

#After cutting:
message_2:
      faceset: MainCharacters_DreamWorld
      faceindex: 18
      text: \kelI knew you could do it!<br>Show that root who's boss!