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SPOILER WARNING
This article contains spoilers of important plot details regarding the plotline of OMORI.
WHITE SPACE
WHITE SPACE.png
BGM MAIN

PIANO (THREE DAYS LEFT)

PIANO (TWO DAYS LEFT)


WHITE SPACE is a location in OMORI. It is the room/area in which OMORI primarily lives/exists alongside his pet cat MEWO. WHITE SPACE is also known as the opposite variation of BLACK SPACE.

GEOGRAPHY

OMORI starts off inside of WHITE SPACE. A LAPTOP, SKETCHBOOK, TISSUE BOX, LIGHTBULB, DOOR, and MEWO are immediately in view. Everything is bright white; there aren't any walls. A black lightbulb hangs from the ceiling. There's a floor but it's always cold.

Traveling outside of the room in WHITE SPACE spawns RED HANDS that will follow OMORI. Coming into contact with a RED HAND or with the outer extremities of WHITE SPACE will cause the game to fade out and send the player back to the center of the room.

STORY

BACKGROUND

OMORI manifesting himself shortly after the creation of WHITE SPACE.

After the death of MARI four years ago, SUNNY's repression of the truth began with the creation of WHITE SPACE, as well as his alter ego OMORI. The BRANCH CORAL from DEEPER WELL describes it as "an emptiness, a home without warmth. A place to survive, but not to live." Serving as the one constant of the HEADSPACE (if one can even call it part of the HEADSPACE), WHITE SPACE serves as a safe-if-sad place for SUNNY/OMORI to escape from harsh reality and responsibility.

SUNNY's desire to keep himself safe via escapism became strong enough to create an imaginary world known as HEADSPACE. From there, SUNNY could relive happier times with the dream versions of his friends while exploring HEADSPACE on every occasion.

SUNNY's first encounter with OMORI, beginning his continuous cycle of escapism within Headspace.

The only thing that ever changes is the LIGHT BULB, a curious object filled with pitch-black darkness instead of light. If a lit lightbulb represents "the birth of an idea", then a black lightbulb is "the repression of an idea" -- it serves as a visual metaphor of SUNNY's repression of the truth, and its darkness pulses stronger the more the truth begins to leak out in the HEADSPACE, often in the form of SOMETHING.

WHITE SPACE is where SUNNY takes on the form of OMORI to explore HEADSPACE, and for much of the game this and its nature as a safe place are the only purposes WHITE SPACE serve for the plot. However, even after SUNNY manages to find a short lived peace, his mind continues to plague him with reminders of the truth. But as the game nears its end, WHITE SPACE gains more significance.

PROLOGUE

OMORI laying on the floor of WHITE SPACE during the start of the PROLOGUE.

The game opens with OMORI standing in WHITE SPACE. He checks his laptop, sketchbook, tissues, and talks to MEWO before hearing "Something fell nearby." He then finds a SHINY KNIFE, which he can equip as his default weapon. The door to the NEIGHBOR'S ROOM, and by extension, the rest of HEADSPACE can be opened, starting OMORI's adventures with his friends.

As OMORI reaches points in his adventures that bring him uncomfortably close to the awful truth, he will be abruptly pulled back into WHITE SPACE with no companions or any way out, and the LIGHT BULB will pulse with more darkness. The only way forward is to pick the STAB option to force SUNNY to awaken.

SUNNY ROUTE

SUNNY awakens in WHITE SPACE, ready to confront the truth.

In most cases, the player takes control of OMORI while entering WHITE SPACE. After SUNNY has reconnected with all of his friends in FARAWAY and found the strength to face his fears, the player is suddenly controlling SUNNY within WHITE SPACE while a separate OMORI watches and shows no apparent desire to fuse with SUNNY this time.

With no door to HEADSPACE present in this case, the only option is to inspect the LIGHTBULB. Feeling ready to confront the truth, SUNNY smashes the LIGHTBULB on the floor and ends his repression, to the shock of OMORI -- SUNNY is then expelled from WHITE SPACE and thrown straight into BLACK SPACE, where he has his final confrontation with SOMETHING.

SAVE BASIL

OMORI accepts defeat, fading away in SUNNY's arms.

Following his ill-fated meeting with BASIL in reality, and after reliving his favorite moments through MEMORY LANE, SUNNY finds himself within WHITE SPACE again. What few objects were within WHITE SPACE before are gone, leaving only the border of the room, the cord that used to hold the LIGHTBULB, and OMORI himself who stares at where it used to be. As OMORI turns to face SUNNY, the border and cord vanish, leaving only SUNNY and OMORI in an empty white void as the two begin to fight for control over SUNNY's mind.

If SUNNY falls but fails to persevere, OMORI takes control of SUNNY's mind and finds himself in WHITE SPACE once again. He leaves for the NEIGHBOR'S ROOM again, but his adventures are cut short as he has seized control of SUNNY's body and hurls himself off the hospital balcony.

If SUNNY perseveres, he falls into OMORI's arms while the latter fades away. SUNNY, with his newfound strength, takes one final bow as he leaves WHITE SPACE and prepares to come clean with his friends.

NEUTRAL ENDINGS

SUNNY chooses not to save BASIL and resume sleeping in his own bed, this leads to a repeat of the WHITE SPACE intro scene from the start of the game. OMORI appears in WHITE SPACE as normal, but there is no door to HEADSPACE and the light bulb is still missing. All OMORI can do is STAB himself to wake SUNNY up.

If SUNNY picks up the knife on the kitchen counter before heading to bed, using the STAB option in WHITE SPACE as OMORI will cause the resulting effects to impact SUNNY's physical body.

OMORI ROUTE

OMORI "saves" SUNNY by taking full control of his mind and body.

Should SUNNY completely ignore the real world outside of his house on all three days, they will have no desire to find the truth, and thus OMORI will have no reason to be hostile. SUNNY is accosted by SOMETHING as he sleeps, but OMORI saves him and they fuse -- this time permanently as OMORI takes full control of SUNNY's mind.

WHITE SPACE in this case has a couple of subtle changes. The laptop screen now reveals the PIANO ROOM of the LOST LIBRARY, and a RED HAND appears in front of the white door leading to HEADSPACE. Interacting with it allows OMORI to learn a very powerful skill, known as RED HANDS. The LIGHT BULB's pulsing also continues to cease, reverting back to its original state as shown in the PROLOGUE.

Defeating the three major SOMETHINGs in the LOST LIBRARY will turn the LAPTOP into a portal to an altered BLACK SPACE. However, if OMORI takes the ownership of SWEETHEART'S CASTLE before defeating the three bosses, the LAPTOP will return to its normal state.

CHARACTERS

ENEMIES

ITEMS

INTERACTIVES

DESCRIPTION
A tissue box for wiping your sorrows away.
A lightbulb hangs from the ceiling, wherever it is. Look into the lightbulb?
  • YES: It's pitch black inside. You can't see a thing.
You booted up your laptop. What would you like to do?
  • STARE AT THE SCREEN: You stared at the screen.
  • OPEN YOUR JOURNAL: (File:Ws_laptop_journal.png)
  • LOG OFF: The heat from the laptop warmed your lap. It felt nice.
Your sketchbook. Take a look inside?
A white door casts a faint shadow. What would you like to do?
  • OPEN THE DOOR:
  • DO NOTHING: You stared at the door.

CONNECTED LOCATIONS

GALLERY

IN-GAME

SKETCHBOOK

TRIVIA

  • WHITE SPACE was first created for the original OMORIBOY blog. Containing essentially the same items in the game, the only things that did not carry over into the final version are a window and a blanket.

The unused "Look through Keyhole" option, featuring Kel smiling back at Omori.

  • In the 2017 trailer, there was originally an option to look through the keyhole when interacting with the door. Doing so will lead to short glimpse of KEL smiling back at OMORI. This feature was removed from the full release for unknown reasons.
  • The layout of WHITE SPACE is exactly same as MARI's picnic. The same could be said for BLACK SPACE.
  • On TWO DAYS LEFT within HEADSPACE, a special event can occur on that segment. When starting the segment, OMORI will wake up in the NEIGHBOR'S ROOM instead of WHITE SPACE. When rechecking the door to WHITE SPACE, a short cutscene will reveal SOMETHING lurking within WHITE SPACE.
    • This will prompt OMORI to back down as he cannot re-enter the location due to SOMETHING's presence. WHITE SPACE can be revisited only after completing NORTH LAKE and LAST RESORT on either route of the game.
  • The player can encounter brief visions of MARI's spirit in the empty space around WHITE SPACE. Note that MARI's spirit will no longer be encountered once all correct HANGMAN keys have been collected or a SOMETHING variant has been encountered.
    • During the THREE DAYS LEFT segment, MARI's spirit can be encountered for only one time.
    • During the TWO DAYS LEFT segment of the SUNNY ROUTE, MARI's spirit can be encountered for eight times at most. One of them will briefly turn into SOMETHING before disappearing with an ominous noise playing in the background.

Omori can be spoken to when revisiting White Space as Sunny during One Day Left.

  • WHITE SPACE and HUMPHREY both serve as the only locations where OMORI can be interacted with as an NPC. In both cases, OMORI will simply remain silent upon being spoken to.
    • For HUMPHREY, OMORI can be spoken to on both routes of the game during the MOLLY easy puzzle segment. In WHITE SPACE, this can only happen on ONE DAY LEFT of the SUNNY ROUTE when revisiting it as SUNNY.
  • SOMETHING appears on the last page of the sketchbook, only after BASIL vanishes from HEADSPACE.
  • If the player does not move or interact with anything in WHITE SPACE for 2 minutes, OMORI will sit down in place.
  • The background music for WHITE SPACE after the resetting differs depending on whether SUNNY opened the door for KEL during THREE DAYS LEFT.
    • If SUNNY opened the door, the main version will be played.
    • If SUNNY didn't open the door, one of the piano versions (whitespace_3.ogg) will be played.

SITE NAVIGATION

[v · e · ?]
LOCATIONS
HEADSPACE
GENERAL: WHITE SPACE  •  NEIGHBOR'S ROOM  •  NORTH LAKE  •  BLACK SPACE  •  NEIGHBOR'S BEDROOM  •  SNOWGLOBE MOUNTAIN  •  THE ABYSS  •  CLUB SANDWICH  •  BORING ROOM
VAST FOREST: FOREST PLAYGROUND  •  TRAIN STATION  •  PINWHEEL FOREST  •  BASIL'S HOUSE
OTHERWORLD: OTHERWORLD CAMPSITE  •  OTHERWORLD OUTSKIRTS  •  SPACE BOYFRIEND'S HOUSE  •  CATTAIL FIELD  •  SPROUT MOLE COLONY  •  FROZEN LAKE  •  JUNKYARD
ORANGE OASIS: DINO'S DIG  •  OASIS INTERIORS  •  ORANGE JOE'S HOUSE  •  RELL'S HOUSE  •  PALMIE'S HOUSE  •  DONUT HOUSE  •  RAIN TOWN  •  BREAVEN
PYREFLY FOREST: SPROUT MOLE VILLAGE  •  SWEETHEART'S CASTLE  •  LOST FOREST  •  LOST LIBRARY  •  THE DUNGEON
UNDERWATER: LAST RESORT  •  GHOST PARTY  •  DEEPER WELL  •  HUMPHREY  •  BOSS RUSH
FARAWAY
FARAWAY: PARK  •  PLAZA  •  HANGOUT SPOT  •  OTHERMART  •  HOBBEEZ  •  GINO'S  •  FIX-IT  •  CHURCH  •  CEMETERY  •  RECYCULTIST'S HQ  •  TREEHOUSE  •  HOSPITAL
UPPER HOUSES: SUNNY'S HOUSE  •  KEL'S HOUSE  •  CRIS'S HOUSE  •  MIKHAEL'S HOUSE  •  PRINCIPAL'S HOUSE  •  KIM'S HOUSE  •  THICK EYEBROWS' HOUSE  •  CHARLENE'S HOUSE
LOWER HOUSES: GRUFF GUY'S HOUSE  •  COUPLE'S HOUSE  •  CLUMSY GUY'S HOUSE  •  AUBREY'S HOUSE  •  BASIL'S HOUSE (FARAWAY)  •  WRINKLY FOREHEAD'S HOUSE  •  FASHIONABLE MOM'S HOUSE  •  ARTIST'S HOUSE
MEMORY: BASIL'S MEADOW  •  MEMORY LANE  •  BACKSTAGE
BLACK SPACE
BLACK SPACE: PAIN AREA  •  DISCO AREA  •  SCRIBBLE AREA  •  TOWN AREA  •  BACKYARD AREA  •  PUNISHMENT AREA  •  WATERMELON AREA  •  BEACH AREA  •  SPIDER AREA  •  RAIN AREA  •  FACELESS AREA  •  TREEHOUSE AREA  •  FISHBOWL AREA  •  RAFT AREA  •  MIRROR AREA  •  BED AREA  •  REEF AREA  •  NEIGHBOR AREA  •  CHURCH OF SOMETHING  •  RED SPACE
BLACK SPACE 2: BLACK FOREST 1  •  THE DOCKS  •  BLACK FOREST 2  •  WEATHERVANE AREA  •  CLOUD WALKWAY
FURTHER BLACK SPACE: STATIC VOID  •  LOST AT SEA  •  RED MAZE  •  CORRUPTED JUNKYARD  •  MARI IS HOME  •  RED ROOM
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