This page is about MARI IS HOME and an entrance to RED ROOM. For the page featuring content regarding another page related to here, see RED SPACE.
MARI IS HOME is an area found within BLACK SPACE 2. It can be accessed through WATER WALKWAY, only if the player is on the SUNNY ROUTE or has abandoned it by not responding to KEL at the start of TWO DAYS LEFT. It is one of the few areas with a direct link to RED SPACE.
GEOGRAPHY[]
MARI IS HOME serves as a recreation of SUNNY'S HOUSE, where SUNNY meets up with his friends. This area is noticeably different than the regular incarnation, with notable differences being the noose in the bathroom, a gigantic STRANGER peering over SUNNY's bedroom, and MOM's room having a much larger hallway. Additionally, the piano room lacks a piano and instead has a trapdoor where it would normally be, leading to a basement with a long hallway. Whether this crawlspace exists in SUNNY'S HOUSE regularly is unknown.
After talking to the present day incarnations of KEL, AUBREY, and HERO, it is revealed that MARI is somewhere in the house, but is currently ignoring them. Going down the crawlspace ladder you can find her locked behind a door, similar to that of the first optional HELLMARI encounter during the PROLOGUE. She will say unreadable text, and you will then get a prompt to open the door or ignore her.
From here, opening the door leads you into RED ROOM, a subarea of RED SPACE, and MARI will not appear. If you ignore MARI, she will open the door herself and a short chase sequence will occur where a distorted version of her will chase OMORI down the hallway and up the ladder. If this MARI catches OMORI, you are then booted out of the event, back to WATER WALKWAY.
From here, you can go back into the door and find MARI in SUNNY's room. Interacting with her has no results. The piano room is also back to normal, and you cannot enter RED ROOM anymore. If the player chooses to not go back into the door, they'll find they temporarily can't stab themselves until they walk far enough away from it. Knocking can be heard on the other side of the door.
ACCESSING THE AREA[]
This area alongside RED ROOM is probably the most convoluted and secretive area to get to in all of OMORI. It not only requires you to open the door for KEL during the THREE DAYS LEFT segment, but to also access WATER WALKWAY. Here is the full list of steps on how to get to MARI IS HOME without resetting HEADSPACE, from beginning to end:
- Ensure you opened the door for KEL during the THREE DAYS LEFT segment.
- Progress through BLACK SPACE normally up to FOREST OF STUMPS.
- Pick up SOMETHING on top of the stump, then go get the key. (You will be unable to jump down deeper until you obtain it.)
- Instead of going to the left afterwards, go back to the right.
- Wait until 143 seconds pass by and then jump off the tiles. This will transport you to the REMINA map.
- After you get warped to the REMINA map, walk up until you see an object in the void and interact with it.
- You'll be at WATER WALKWAY now. From now on, the screen will be filled with static and occasionally glitch out. This is a side effect of being in BLACK SPACE 2 when you're not supposed to. You can rectify this by pressing the X key to open the menu or progressing only when you can see what you're doing/already know where to go.
- Head upwards and to the right, across the body of water. You'll see a swing set and a door. If you don't see these at this point, you're either not on the SUNNY ROUTE, or went the wrong way.
- Enter the door.
You can also access MARI IS HOME by abandoning the SUNNY ROUTE: if the door of SUNNY's house was opened to meet KEL on THREE DAYS LEFT, but ignoring the door and returning to bed on TWO DAYS LEFT, and going to BLACK SPACE 2 after refighting the three SOMETHING variants.
At this point, you can explore around SUNNY'S HOUSE as mentioned above. When you want to get to RED ROOM, go to the piano room and down the ladder. Make sure to let MARI in, unless you intentionally want to see the event where she chases you. Note that a back-up event in RED ROOM will automatically change OMORI's current weapon to the KNIFE, so it is suggested not entering RED ROOM after obtaining the RED KNIFE.
NOTABLE AREAS[]
LIVING ROOM[]
The first area when entering this location is the living room. There are multiple scratches and empty walls within the room. Some objects seem to be completely missing, such as the family photo and the clock hanging on the wall.
The overall layout of the room is mostly the same as the current layout of SUNNY'S HOUSE. Continuing up north will bring the player to the STAIRS area. Going northwest and southwest takes OMORI to the location's KITCHEN and DINING ROOM respectively.
STAIRS[]
Heading over to next room north reveals more of the derelict layout of this location. The door to the storage room is absent, and in its place is a large crack that conceals the room. There is also a hanging mirror on a wall near the large crack. Like with the previous room, there are a few scratches on the wall. The same could be said about the kitchen, which is mostly left intact.
Note that if OMORI ignores MARI at the door or is caught by HELLMARI, all doors in the hallway leading to SUNNY'S BEDROOM, MOM'S ROOM, and the BATHROOM will now be shown swung open. This doesn't effect anything too major in this area.
KITCHEN[]
The kitchen remains the same compared to most rooms in MARI IS HOME. However, there are a few cracks on the walls. If the player returns to this area after opening the door for MARI, SOMETHING will appear in this location for a split second before vanishing. Neither its animation nor the usual sound effect will be played. This can also be viewed more clearly in a RPG MAKER MV project when looking into the game's data.
It is unknown why this event occurs, although it only appears after the door sequence in the corridor or when letting HELLMARI catch the player during the chase sequence.
SUNNY'S BEDROOM[]
SUNNY's BEDROOM resembles the same one shown in FARAWAY TOWN, but darkened like the other rooms in his house. The most notable feature of this subarea is the giant, looming STRANGER staring at the player from above.
There is not that much to do but simply explore the area. OMORI's sketchbook from WHITE SPACE can also be found here. If the player lets HELLMARI catch them in the CORRIDOR, MARI will appear facing away from OMORI, seemingly shunning him, and cannot be interacted with at all.
The STRANGER that is found within the bedroom also shows up as a brief hallucination SUNNY himself experiences on rare occasions at night.
BATHROOM[]
The bathroom featured in this area is a lot smaller than the one from SUNNY's real house. It lacks most of its equipment and only contains the bathtub.
The most disturbing feature about this facsimile is that it contains a noose hanging above the wall. The noose's presence serves as one of the many objects that reminds SUNNY of the tragedy four years ago. There is not that much to do there but view the room and exit. The noose also appears to resemble the LIGHT BULB from WHITE SPACE.
MOM'S ROOM[]
When entering MOM'S ROOM, OMORI will first be taken to a long hallway where he has to walk up forward to reach the area. Eventually, OMORI can view this room but nothing really changes here other than the abandoned atmosphere of the house. Like with the kitchen, it is one of the few rooms left intact.
PIANO ROOM[]
The piano room appears to be larger than the one featured in SUNNY's real house. It also lacks the piano MARI once played and instead is replaced with a ladder leading to a corridor.
The real world versions of KEL, AUBREY, and HERO can be found near one of MARI's picnics. Interacting with each one of them will prompt them to inform OMORI that MARI is nowhere to be found and is probably ignoring them. If the player opens the door in the corridor or lets HELLMARI attack them, the room will go back to normal. The piano will return to its rightful spot and the floor is covered by a carpet. KEL, AUBREY, and HERO also disappear from this room.
HELLMARI CORRIDOR[]
The corridor can be accessed by taking the ladder down from the piano room. OMORI will then be taken a long, narrow hallway where he can walk down to reach a dead end. From there, MARI appears behind the door and will speak out empty text for a few seconds. Afterwards, the player is given a prompt to either open the door or keep it closed.
Opening the door will reveal a glimpse of RED ROOM, a subarea of RED SPACE. The animation played is akin to that of the first HELLMARI jumpscare during the PROLOGUE. If OMORI chooses to walk away instead, HELLMARI will open the door herself and pursue him. The player can escape HELLMARI by leaving through the ladder or simply get caught by her. Either outcome will warp OMORI back to WATER WALKWAY.
Leaving the door closed will do nothing. If OMORI chooses to turn away like with the "Open Door" option, this will still result in the same sequence of HELLMARI chasing OMORI. Returning to the bedroom after this sequence will reveal MARI standing in SUNNY's bedroom but facing away from OMORI.
RED ROOM[]
RED ROOM is a special subarea of RED SPACE, which can be accessed through MARI IS HOME. It features the same background RED SPACE uses and contains multiple stumps with knives stabbed in various places, as well as flower crowns resembling BASIL's crown. The layout of this map presumably references the tree MARI's body was hanged on, BASIL's relation to this tree, and the reason of SOMETHING's "birth". For more information on that area, see RED SPACE.
CHARACTERS[]
QUOTES[]
Faraway Town Friends
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AUBREY Hey, OMORI... I think your sister is ignoring us. Maybe you should go talk to her. KEL We can't have a picnic without MARI! HERO MARI hasn't been home in a long time... She just needs some room to adjust. |
GALLERY[]
TRIVIA[]
- KEL, AUBREY, and HERO's sprites change depending on whether the player opened the door for KEL on THREE DAYS LEFT. Since this area is only accessible in the SUNNY ROUTE or MIXED ROUTE, one cannot see this event occurring.
- However, if one were to somehow access this place without opening the door for KEL through hacking or modding, then the HEADSPACE versions of those characters will appear instead of their FARAWAY TOWN counterparts (As shown in the picture to the right).
- In the MIXED ROUTE, HERO's real world counterpart appears even though SUNNY never meets him due to remaining home on TWO DAYS LEFT.
- In OMORI's 2019 build, the SUNNY ROUTE requirement to reach this area is not present.[1]
- MARI's dialogue when you confront her at the door is actually just a series of empty "wait" characters in RPG Maker's text engine, meaning she actually says literally nothing to you while she speaks.
- Upon close inspection, when hacking into the game's data, a large clump of black hair can be found hanging on the ceiling in the PIANO ROOM. This object will also vanish if OMORI ignores MARI at the door or gets caught by HELLMARI either way.
- In the game's files, this object is sometimes referred to as bs_mari_hair.
- HELLMARI's presence in the chase sequence, along with any other malicious versions of her are likely not MARI herself, but another manifestation of SUNNY's guilt. It is possible that these MARIs represent how SUNNY thinks MARI would never forgive him; this is further supported by the real world MARI that appears in the facsimile of his bedroom, who appears to be shunning OMORI by facing away from him.
- This is one of the two areas that links to RED SPACE itself, other than the CHURCH OF SOMETHING.
- Interestingly, both areas share the same theme, although here it is slowed down.
- The bathtub was originally meant to vanish after the player leaves the RED ROOM or is caught by HELLMARI during the brief chase segment in the HELLMARI CORRIDOR.
REFERENCES[]
- ↑ ">WATER WALKWAY: -The True Route exclusive content such as the FISH LADY (Ayee), MARI IS HOME, and the swingset are here. Unlike the final game, these are not exclusive to the True Route, and will appear even if the Alt. Route is in effect.", OMORI - 2019 BUILD EXPLORATION