HUMPHREY will explain how his body operates. There are three paths to take that lead further into him and you must reach the end of these paths to proceed further into him.
H20:HCL
We'll start with the left path, MOLLY's section of HUMPHREY. There is a (09/11) FLOATING MIRROR next to MARI and her (20/28) PICNIC. Investigate the blue screen on the bomb near the top of the area, then take the blue teleporter at the bottom of the screen. Pay attention to the experiments by talking to HUMPHREY and take note of the order and location of each of the experiments on the grids. For those who don't care or have played the game before, solutions to these puzzles will be marked in spoilers.
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*** Spoiler - click to reveal ***
Next, use the red screen and enter the red teleporter. In this room, pay attention to how many enemies are in the room. In the starting room, since there are two enemies, go up. In a room with one enemy, go left, and with three, go right. As you proceed, pay attention to the color of the water in the back of the room. The enemy found here is a (49/85) WORM-BOT. There isn't too much that is special about them.
*** Spoiler - click to reveal ***
Check the green screen and enter its teleporter. You can pick up a MAILBOX for AUBREY to swing around in a blue MELON near the entrance. The next MELON you see is actually a (50/85) WATERMIMIC, which camouflages itself better than a VENUS FLYTRAP can. Keep an eye out for a cage holding a (19/26) V KEY near a blue conveyor-bot. When you reach a green teleporter and a big pipe is to the left of it, take the pipe. The password to the computer will be hidden on the backs of HUMPHREYS.
*** Spoiler - click to reveal ***
Take the activated teleporter to see MOLLY speak with an obnoxious person. Use the hatch with HUMPHREY's face on it to return to the center.
Chemistry On And On
We will now take the northern path. AUBREY can smack any HUMPHREY node that is frowning. After speaking with the RECEPTIONIST HUMPHREY and entering the next room, speak with the green starfish-looking thing named (1/8) FUCHSIA and pet it. There is a BADGE for petting all of her experiments and one experiment is missable, so we need to be careful about petting them all. Her second experiment named (2/8) THIS GUY is waving his hands back and forth; pet him too. Near him is a new enemy named the (51/85) SPROUT MOLE?? and it isn't too bad if you're at a high level. Otherwise, it's still something you can deal with. Use the steps leading down to the pink floor below the blue floor, then whack the HUMPHREY forming a bridge that you passed over earlier.
There is a (52/85) LAB RAT north of THIS GUY. (3/8) PORINU, MARINA's third experiment is nearby and needs some petting. Heal and save at MARI's (21/28) PICNIC before moving further left. The fourth experiment, (4/8) APPLEFLY, is on a small table and the fifth named (5/8) BURRO is just to the left past APPLEFLY. Watch out for this next one. The big worm will soar off if you poke it, so be careful and make sure you only pet it! This one is named (6/8) PEEVE. Past him is a bird named (7/8) SULLY. The last experiment is (8/8) PARSNIP, who is green and has little antennae poking out of it. The only way to know if you've gotten BADGE #21: GOOD DOG? is to save with MARI and check on the title screen, which we'll be able to do soon. Enter the next room and make sure AUBREY is in the lead when the screen pans over the area.
We're going to do a failed run away from EXPERIMENT 667. Before you get too far away from it, look at the frowning HUMPHREY in view from EXPERIMENT 667 and hit it ASAP. Move north and go across a bridge, then smash a tube open. Switch to OMORI and quickly pick up the (20/26) T KEY. Just let EXPERIMENT 667 kill you and you'll be sent back to the start of the room with the KEY. Try to pick up the items along the way; one includes a BLENDER weapon for HERO and will teach him REFRESH. This SKILL restores 50% of a friend's JUICE. Pick up... the HOT DOG... when it falls from the sky. Enter the next room and use the hatch again to return to HUMPHREY's center.
Grimey
Ride the raft and battle a (53/85) SNOT BUBBLE. These explode and deal heavy damage, so it's probably best to just run away from them. Talk to the two HUMPHREYS with inner tubes before going up the stairs. MARI is at the top at a new (22/28) PICNIC location. If you didn't check before, you can check if you got the experiment BADGE now. Cut through the cones and have KEL throw a ball at a cork, then use the nearby raft. Speak with all the inner tube HUMPHREYS so they can form the bridge you saw them try to make earlier. Enter the door you see that leads to a library of sorts.
Look around and encounter a (54/85) SLIME BUNNY. KEL needs to bop another cork near it. Take a look around for items and the other cork to hit. Of note, the GLOBE weapon for KEL never misses even when he is ecstatic, but his speed drops by a hearty amount. It provides the same ATTACK boost as the BEACH BALL, so it's probably not for you. Leave the room and talk to those two HUMPHREYS you knocked through. Ride through two digestion areas and stop underneath a shadow that seems to stay in place. A wonderful surprise awaits you.
There are two trios of HUMPHREYS above the waterfalls in the next room. Try to toss balls at them until the three of them match. If you match the ones on the right, you get a WHOLE PIZZA, but the ones on the left provide an ONION RING (just one). It is a CHARM that gives you +20 HEART and +20 JUICE. Park your raft to the south and speak to the HUMPHREY reading a book. If the first thing he says describes how he feels about air conditioning, then your WTF value for this playthrough is 13/13. If he instead says "I'm reading a book about air conditioning!" then you're one of the many who do not get to see the most amazing HUMPHREY quote in the game. Walk to the left and talk to SNALEY, who has also entered HUMPHREY.
When you ride down the rapids, go left twice when given the opportunity. The (21/26) U KEY will drop to the bottom. Reenter the rapids from the top and go down the other three paths so all the HUMPHREYS will be free to make a new bridge. A new CHARM you may get in the rapids is the APPENDIX. It does as much as you think it does. Enter the next door and pick up the SLIMY KEYCARD before you return to the center of HUMPHREY.
Underwater Prom Queens
Talk to the big HUMPHREY and give him your SLIMY KEYCARD. Heal with the food and save with the (23/28) PICNIC basket. This is one of those locations that people aren't sure count as a real PICNIC or not. Get ready for a fight - in the next one, you will not be able to control your emotions as often as you'd like and your JUICE and HEART will swap at one point, so be careful! Of all times, this is a great fight to save ENERGY for. If you have LAST RESORT for AUBREY, that SKILL goes absolutely nuts if you use it at the start of the fight (just make sure you heal her after she's TOAST). At another point, you will lose ALL your JUICE. Prepare wisely and fight the SLIME GIRLS. This gives you BADGE #52: SLIME TIME IS OVER! Despite attacking and being hit as one entity, the SLIME GIRLS count as three entries in your FOE FACTS! journal. (55/85) MARINA is the pinkish one, (56/85) MOLLY is the purple one, and (57/85) MEDUSA is the green one.
Slime Time is Over!
Defeat SLIME GIRLS.
HUMPHREY is too hungry to let this slide. Read the spoiler after you reach the elevator to the center of HUMPHREY.
*** Spoiler - click to reveal ***
HUMPHREY will "give" you the (22/26) W KEY after you leave his body. Take this precious key and enter the hole it leaves behind once you are able to move again. When you are prepared, enter the whirlpool where HUMPHREY once was and swim to its end. Interact with the wall to return to NEIGHBOR'S ROOM.
It is not worth obtaining the KEY found in ORANGE OASIS, as the content there will help with other achievements and BADGES that are only obtainable on Route B. We have everything we need to proceed.
If you would like to see something interesting, go to the LAST RESORT 2F and interact with that doll. At some point, after reentering the room over and moving it again, it will look different. Interact with it to be sent to a new location. Exit this location the same way you do when MEWO is around. You may additionally equip the UNIVERSAL REMOTE to OMORI and use it on that huge TV in OTHERWORLD.
MARI has a new side quest. She says there is a rumor about an old empty house south of the FOREST PLAYGROUND. Let's check it out!
12. Two Days Left... (_____ _____)
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