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SPOILER WARNING
This article contains spoilers of important plot details regarding the plotline of OMORI.

This page features a list of the many jumpscares that can be encountered in OMORI. A general tip on avoiding jumpscares is not to wake SUNNY up during the night. You can wake up SUNNY in WHITE SPACE by choosing to stab yourself as OMORI. It will also help avoid some of the more spooky optional elements of the game.

PROLOGUE

Night (OMORI)

  • When walking out of the tree stump at the start of the game, if you go north, and walk out to the water, a mild visual and auditory jumpscare on the top right of the water will play.
  • After BASIL drops a single photo and shadowy things appear around him, when the shadows disappear, expect an unavoidable visual and auditory jumpscare.
  • The first time returning to WHITE SPACE, when interacting with the laptop, the screen will stall and a mild jumpscare with no sound will play for two frames during a screen transition.
  • Going back into WHITE SPACE from the NEIGHBOR'S ROOM after finding the item your friends are looking for will cause a jumpscare.
  • After collecting the KEY F, once you interact with the painting of a family, you will trigger an unavoidable slight auditory and visual jumpscare.
  • After collecting the KEY F, once you go back where you came, you will trigger an auditory and visual jumpscare.
  • A picture with candles appears in the JUNKYARD if your WTF VALUE is at least 2. Interacting with it with OMORI tagged will most likely cause a mild visual and auditory jumpscare.

Night (SUNNY)

  • Opening the door for MARI the first time you play as SUNNY will cause a visual and auditory jumpscare. Note that answering the door at this point is optional and will not initiate the OMORI ROUTE.
    • If you opened the door, looking into the mirror in the bathroom will cause a visual jumpscare.
    • Additionally, if you opened the door and your WTF value is at least 6, entering Mom's room will cause a visual jumpscare.

SUNNY ROUTE

THREE DAYS LEFT

Night (SUNNY)

  • In Basil's house, if Basil is inside the bathroom, interacting with the mirror will cause a mild visual and auditory jumpscare.
  • Once the inside of SUNNY'S HOUSE looks drastically different, expect unavoidable jumpscares:
    • Minor visual jumpscare coming from the top of the screen, after an NPC turns around (Unavoidable).
    • A second one a couple of seconds later. (Unavoidable, with a sound effect this time but not louder than usual sound effects).
    • Do not interact with the mirror in the bathroom after the house looks normal again (Visual and quite auditory jumpscare).
    • Opening the fridge once the house looks normal can cause a slight jumpscare.
  • Waking SUNNY up in the middle of the night can cause a visual jumpscare in your room, right after you wake up (Something that wasn't in your room before. It will not take up the entire screen).

TWO DAYS LEFT

Night (SUNNY)

  • Do not walk to the left of the stairs on the first floor (Visual).
  • Inside the bathroom, by looking in the mirror, you can find a distorted person in the mirror (Visual).

Night (OMORI)

Prepare for many unavoidable horror elements in this section of the game.

  • If you encounter an NPC in WHITE SPACE, repeatedly trying to catch them after they disappear will eventually produce a jumpscare. (Slight Visual/Audio)
  • When leaving a house in a foggy area, an NPC may appear for a short time if your WTF VALUE is higher than 5. (Visual)
  • After collecting a key, if you get the "2 KEYS left..." message, looking into the hole will show an unsettling image.
  • In an underwater lair in the north section, there will be a glass container with a large creature inside; touching the glass might startle you (this will also happen if you get caught by the creature once it starts chasing you). (Auditory)
  • If you see a coffin with a person inside, expect a jumpscare. (Unavoidable, visual, auditory)
  • Once a sketchbook with eerie drawings appears, revealing the last page (clicking right after showing a drawing of a thing with one eye) shows an image of a distorted person.
  • In an area with many houses, do not attempt to interact with said houses. Interacting with a certain house will cause an image of a distorted person to quickly flash on screen and produce a screeching noise. (Visual, auditory)
    • Entering a certain house in this same area and interacting with a painting will cause an unsettling figure to follow you in this house.
  • If you see a black door illuminated by a red light, enter it as soon as it becomes available if you would like to avoid optional horror elements.
    • In a room with faceless NPCs, do not repeatedly talk to MARI. This may cause disturbing images to appear in the dialogue box.
    • If you see monochrome NPCs, do not interact with them as they may cause a slight visual jumpscare.
    • In a red room with loud, distorted background noise, do not break the mirrors. Breaking enough mirrors will cause a disturbing image of a distorted person to appear, who will trigger a jumpscare if touched. (Visual, auditory)
  • If you wake SUNNY up in the middle of the night, if you enter the red door to the left of the bottom stair, a mild jumpscare will occur. (Visual, auditory)

ONE DAY LEFT

Night (SUNNY)

  • When entering a room with instruments as SUNNY, picking up the items in that room causes a flash of a hand to pop-up in the right hand corner. (Unavoidable, visual, auditory)
  • When in a room resembling a gray stage, try to collect the necessary items and leave as quickly as possible without examining your surroundings. When in this room, you may find a disturbing image of a distorted person wandering around randomly. (Visual)
  • After getting pointed at by a circle of fingers, do not look in the mirror in the room you are transported to; a semi-mutilated version of someone will appear in this mirror. (Visual)
  • After entering BASIL's room, SUNNY will turn around and try to walk out; this is when a jumpscare will occur. (Unavoidable, visual, auditory)

OMORI ROUTE

FARAWAY

  • During the cutscene where you go to sleep, you might see a somewhat faint figure of a distorted person.
  • During the final night, if you wake up, the door to the piano room may be illuminated. If it is, do not attempt to go downstairs. Doing this will cause a distorted person to appear from the bottom of the screen and rush at you. (Visual, auditory)
  • Going into the living room on the final night may produce a slight jumpscare next to the sliding door. (Visual)
  • If the piano room is entered, the window may be red. If it is, exiting the piano room and attempting to go upstairs will produce a slight jumpscare in the form of an NPC. (Visual)
  • After you exit your room and re-enter, there may be a large shape above your bed that was not there before. (Visual)

HEADSPACE

  • If you collect all 26 KEYs, HANGMAN will produce a slight jumpscare, then crash the game.
  • As a general rule, do not explore BLACK SPACE 2 if you would like to avoid horror elements.
    • RED MAZE: If you walk around for long enough, you will see distorted images of a person that when touched can produce a jumpscare (Visual/Audio)
      • Do not climb down the ladder in the RED MAZE. If you end up in a completely black room after doing this, immediately exit the room without having OMORI stab himself. Staying in this room for just a few seconds will cause a large, distorted image of a person's face to appear and may follow OMORI after exiting this room by stabbing. If this image is following you, the only way to get rid of it is to return to this room and leave without OMORI stabbing himself. (Visual)

Random Jumpscares (Non-Story)

  • Interacting with telescopes can trigger a slight jumpscare by chance.
  • To avoid random jumpscares, avoid looking into mirrors in both HEADSPACE and the real world. (In the real world, especially avoid looking into mirrors at night.)
    • HEADSPACE mirrors may produce a jumpscare randomly. (Visual/Audio)
    • Real world mirrors may produce jumpscares by randomness, story triggers, and player choices.
  • In a castle in a forest, you can look behind vines in a certain area. There is a chance a slight visual jumpscare will be there.

GALLERY

HEADSPACE

FARAWAY

SITE NAVIGATION

[v · e · ?]
OMORI WIKI NAVIGATION
GAME: OMORI  •  MUSIC  •  EMOTIONS  •  HANGMAN  •  PET ROCKS
TEAM: OMOCAT  •  SLIME GIRLS  •  CLOVER & SEALIFE  •  ARCHEIA  •  YAMI  •  KITSUNORA  •  VANCE  •  EMS
CHARACTERS
MAIN: OMORI  •  SUNNY  •  AUBREY  •  KEL  •  HERO  •  BASIL  •  MARI
NPCs: BERLY  •  VAN  •  PLUTO  •  SPACE BOYFRIEND  •  SWEETHEART  •  MORE NPCs
ENEMIES: LOST SPROUT MOLE  •  FOREST BUNNY  •  WORMHOLE  •  SPACE BUNNY  •  MORE ENEMIES
GAME CONTENT
LOCATIONS: WHITE SPACE  •  NEIGHBOR'S ROOM  •  PLAYGROUND  •  VAST FOREST  •  MORE LOCATIONS
ITEMS: WEAPONS  •  CHARMS  •  SNACKS  •  TOYS  •  IMPORTANT
QUESTS
MAIN STORY: STUFFED TOY  •  BASIL  •  CAPTAIN OF THE SPACE PIRATES  •  FRONT-ROW TICKETS  •  MISSING FRIENDS  •  EMPTY HOUSE
SIDE QUESTS: A GOOD LISTENER  •  B.E.D.  •  BERLY'S LOST BALL  •  CALL OF INSPIRATION  •  CARE PACKAGE  •  DAISY'S DILEMMA  •  FASCINATING LITERATURE  •  GHOST PARTY  •  HECTOR  •  ITCHY  •  PESSI'S THING  •  PRESENT FOR PALMIE  •  RABBIT KILLER  •  RAIN TOWN  •  SQUIZZARDS  •  STICK IN THE MUD  •  STRANGE REQUEST  •  SWEATY THING  •  THE CONVICTION OF ORANGE JOE  •  WEEPING WILLOW  •  WHEREABOUTS OF DUCKIE JR
HIKIKOMORI: FEED HUMPHREY  •  MARINA'S OPERATION  •  MEDUSA'S EXPERIMENT  •  MOLLY'S ANALYSIS  •  SON OF A SPACE PIRATE
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