Difference between revisions of "Humphrey (location)"

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In the first maze, the party spots a [[Flower Crown]] on top of a cliff. Aubrey remarks that it looks kind of familiar (as it once belonged to Basil) and that maybe the friends should try to return it to its original owner. However, Hero says that nobody would want a flower crown in such bad condition, and Kel responds by punting it off the cliff. Aubrey objects, and a fight almost breaks out between her and Kel before Hero intervenes.
In the first maze, the party spots a [[Flower Crown]] on top of a cliff. Aubrey remarks that it looks kind of familiar (as it once belonged to Basil) and that maybe the friends should try to return it to its original owner. However, Hero says that nobody would want a flower crown in such bad condition, and Kel responds by punting it off the cliff. Aubrey objects, and a fight almost breaks out between her and Kel before Hero intervenes.


In the second maze, the party is chased by [[Experiment 667]], whom they must outrun to reach Marina's lab. Luckily, a [[hot dog]] falls on them as Experiment 667 is about to catch them, and they are able to enter the lab. Once inside, they watch Sweetheart and Marina talking. Sweetheart complains about the lab, while Marina tells her to relax, but there's not much time for conversation before lightning strikes. The lightning abruptly ends Marina's experiment, revealing her newest creation: [[Mutantheart]]. Upon seeing Mutantheart's strange appearance, an angry and dissatisfied Sweetheart storms out of the lab as Marina yells for her payment.
In the second maze, the party is chased by [[Experiment 667]], whom they must outrun to reach Marina's lab. Luckily, a [[hot dog]] falls down as Experiment 667 is about to catch them, and they are able to enter the lab. Once inside, they watch Sweetheart and Marina talking. Sweetheart complains about the lab, while Marina tells her to relax, but there's not much time for conversation before lightning strikes. The lightning abruptly ends Marina's experiment, revealing her newest creation: [[Mutantheart]]. Upon seeing Mutantheart's strange appearance, an angry and dissatisfied Sweetheart storms out of the lab as Marina yells for her payment.


Lastly, the party visits [[Medusa|Medusa's]] sector on the right. Populated with waterfalls and rivers, Omori and friends must use their raft to travel through the various sections and convince swimming Humphreys to create bridges for them to walk on. Any Humphreys not swimming in the first area seem to be doing experiments based on chemistry, potions, and traditional lab work (as well as book-based research). When the party reaches the first library in this area, they crowd around a selection of plants, remarking that one of them is named "basil". Aubrey says that it seems to remind her of something, but she can't remember what.
Lastly, the party visits [[Medusa|Medusa's]] sector on the right. Populated with waterfalls and rivers, Omori and friends must use their raft to travel through the various sections and convince swimming Humphreys to create bridges for them to walk on. Any Humphreys not swimming in the first area seem to be doing experiments based on chemistry, potions, and traditional lab work (as well as book-based research). When the party reaches the first library in this area, they crowd around a selection of plants, remarking that one of them is named "basil". Aubrey says that it seems to remind her of something, but she can't remember what.
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After heading left from the main entrance, the party will enter Molly's sector. The first part of this area is a short raft path to an island surrounded by blue water. (Looking at the walls of this map, several windows with researcher Humphreys and conveyor belts/computers are visible.) On the island is a teleportation device, which the party can step onto in order to be transported to the metal structure on the far left of the map, which contains a large tube and a matching teleportation device. Entering the tube will bring the party to the main room of Molly's sector.
After heading left from the main entrance, the party will enter Molly's sector. The first part of this area is a short raft path to an island surrounded by blue water. (Looking at the walls of this map, several windows with researcher Humphreys and conveyor belts/computers are visible.) On the island is a teleportation device, which the party can step onto in order to be transported to the metal structure on the far left of the map, which contains a large tube and a matching teleportation device. Entering the tube will bring the party to the main room of Molly's sector.


When going through the tube for the first time, a short sequence featuring the video screen at the top of the main room will play. During this sequence, the room and party will be obscured by a black screen. Once it finishes, the full room will appear: a top floor with a video screen and two large tubes next to it as well as a large bomb detonation device in the middle, and a ladder leading to a bottom floor with a Mari's Picnic, a mirror, and three teleportation devices. These teleportation devices correspond to the three puzzles featured on the bomb detonation device.
When going through the tube for the first time, a short sequence featuring the video screen at the top of the main room will play. During this sequence, the room and party will be obscured by a black screen. Once it finishes, the full room will appear: a top floor with a video screen and two large tubes next to it as well as a large bomb detonation device in the middle, and a ladder leading to a bottom floor with a Mari's Picnic, a mirror, and three teleportation devices. These teleportation devices correspond to the three puzzles featured on the bomb detonation device. (Note: The tubes are inaccessible while exploring the area due to supposed construction, but coming back to the area on One Day Left of the Hikikomori Route and going through the tubes leads to the [[Boss Rush]].)


Once the player has completed all three puzzles and deactivated the bomb, a teleportation device underneath Molly's video screen will activate. This leads to her personal lab.
Once the player has completed all three puzzles and deactivated the bomb, a teleportation device underneath Molly's video screen will activate. This leads to her personal lab.


(If the player fails any of the puzzles, the bomb will detonate with an explosion animation, the screen will turn black while a short funeral march-esque tune plays, and all party members will be reduced to 1 heart.)
(Note: If the player fails any of the puzzles, the bomb will detonate with an explosion animation, the screen will turn black while a short funeral march-esque tune plays, and all party members will be reduced to 1 heart. Also, there is a Wise Humphrey NPC in the top left of the map that will provide hints for each of the three puzzles; the hints cost 300 clams each.)


====Lab (Blue puzzle)====
====Lab (Blue puzzle)====
This is a pattern puzzle with a difficulty rating of "easy." Once this puzzle is selected, the detonation device will turn into a flat board with nine blue buttons arranged in a 3x3 pattern.
This is a pattern puzzle with a difficulty rating of "easy." Once this puzzle is selected, the detonation device will turn into a flat board with nine blue buttons arranged in a 3x3 pattern. Entering the blue teleportation device to the left of the bottom floor will bring the party to a large laboratory. The map is horizontal, allowing the player to travel from left to right to find the puzzle clues in order. In the first part of a lab is a [[Mr. Bird?]] in front of a research station. This research station does not contain any clues for the puzzle, but has several Operator Humphrey NPCs using large machines to presumably communicate with other Humphreys separated from them by glass windows. There is also a large chalkboard accompanied by two Humphreys doing various calculations.
 
Proceeding to the next map will bring the party to the clue stations. The first one consists of a Humphrey NPC in front of a computer who claims to be able to perform "remote teleportation." His lab station has a 3x3 grid of teleportation devices along with a [[Sprout Mole]] as the experiment's subject; carrying out the experiment teleports the Sprout Mole to the device on the left in the middle row. The second clue station has a Humphrey NPC whose experiment is about "Humphrey-through-Humphrey movement." His lab station has nine Humphreys lined up at the top of a 3x3 grid of holes. Carrying out the experiment makes all the Humphreys plug the holes except for the one in the middle of the bottom row, who sticks out. The Humphrey NPC at the third clue station does not disclose what his experiment is about at first, opting to ask for a party member as a volunteer. Once a party member has been chosen, they will need to walk over each metal plate in a 3x3 grid. Spikes will pop out from each plate after being walked over except for the plate on the right in the middle row. Finally, the Humphrey NPC at the fourth clue station will explain to the party that he has created "the first-ever Humphrey hologram machine." If the party walks through the 3x3 grid of Humphrey "holograms" the player will be able to see that the Humphrey on the middle in the top row is a NPC, not a hologram.
 
After returning to the main room, the solution should be inputted into the grid by stepping on the squares that correspond to each experimental error in order: middle left, bottom middle, middle right, top middle.


====Waterfall room (Red puzzle)====
====Waterfall room (Red puzzle)====
This is a memorization puzzle with a difficulty rating of "hard." After selecting this puzzle, the detonation device will appear as a computerized board with four wires: red, blue, white, and green. The red teleportation device in the middle of the bottom floor will also open, and entering it will lead the party to a small, rectangular room. In the middle of this room is a computer with a simple diagram appearing when interacted with. (Note: the computer and diagram is only present in the first iteration of the room.) The diagram shows four circles (corresponding to the teleportation devices placed around the room). The one at the bottom has no other symbols next to it, while the three at the top each have one, two, or three lines underneath it (from left to right). [[Wormbots|Wormbot]] also occupy the room; their presence varies depending on what part of the puzzle the player is on. Finally, the back wall of the room contains a waterfall, the color of which changes along with the Wormbots.
This is a memorization puzzle with a difficulty rating of "hard." After selecting this puzzle, the detonation device will appear as a computerized board with four wires: red, blue, white, and green, which must be cut in the correct order to solve the puzzle. The red teleportation device in the middle of the bottom floor will also open, and entering it will lead the party to a small, rectangular room. In the middle of this room is a computer with a simple diagram appearing when interacted with. (Note: the computer and diagram is only present in the first iteration of the room.) The diagram shows four circles (corresponding to the teleportation devices placed around the room). The one at the bottom has no other symbols next to it, while the three at the top each have one, two, or three lines underneath it (from left to right). [[Worm-Bot|Worm-Bots]] also occupy the room; their presence varies depending on what part of the puzzle the player is on. Finally, the back wall of the room contains a waterfall, the color of which changes along with the Worm-Bots.


Completing the puzzle requires the player to enter the teleportation device corresponding to the amount of Wormbots in the room while simultaneously memorizing the order that the waterfall color changes in. The order of devices is #2, #3, #1, and then the exit; the order of colors is blue, green, red, white. Once the party gets to the room with the white background, there will be a Humphrey NPC whose dialogue lets the player know to pay attention to the backgrounds in case they have not already solved the puzzle.
Completing the puzzle requires the player to enter the teleportation device corresponding to the amount of Worm-Bots in the room while simultaneously memorizing the order that the waterfall color changes in. The order of devices is #2, #3, #1, and then the exit; the order of colors is blue, green, red, white. Once the party gets to the room with the white background, there will be a Humphrey NPC whose dialogue lets the player know to pay attention to the backgrounds in case they have not already solved the puzzle. This room also holds Roboheart, who can be fought and interacted with after she flies out of Molly's personal lab later on in the story.


====Conveyor-bot maze (Green puzzle)====
====Conveyor-bot maze (Green puzzle)====
This is a multiple choice puzzle with a difficulty rating of "medium." After this puzzle is selected, the detonation device will change into a simple computer. Interacting with it will give the player a list of possible passwords to choose from. Also, the green teleportation device on the right of the bottom floor will open. It leads to a fairly large maze complete with Worm-Bot enemies, [[Conveyor-Bot|Conveyor-Bots]], and various [[Watermelon|watermelons]] or other items. Some notable things about the first part of this maze are that the Conveyor-Bots will only respond to Kel, the V key is found here, and one watermelon contains the [[Homework]] [[charm]].
After using the teleportation devices scattered around the maze, the party will be transported to an area with a large video screen. This area is part of the maze's second map, and it is here that a short cutscene plays (the video screen is recording the party, which triggers a vague memory about a photo album). Continuing on from here, the player should be able to solve the maze and travel through a chute. This chute brings the party to the second map where, after traveling on a long conveyor belt, four Humphrey NPCs can be found in front of a four-lane conveyor belt much like the ones found at airports. The belt contains a multitude of non-interactable items that the party may have seen in their travels.
Interacting with the Humphrey NPCs from behind reveals to the player that each NPC has a letter on their back. They are slightly out of order, with the letters displaying "OBOM", but their dialogue reveals the mistake. The party can then make their way back to the main room and choose the correct password from the computer, which should be "BOOM."
===Marina's sector===
===Marina's sector===
====Entrance and 'front desk'====
====Entrance and 'front desk'====
Heading up from the main entrance, the party will travel down a fairly long raft path over pink water. At the end of this path is a raft dock with a door and two empty cages in front of it. Entering the door leads to the next room, which is a consisting of various pink and blue islands and bridges over more pink water. A prevalent feature in the sector, first introduced here, is Humphrey growths that can be smashed with Aubrey's tag skill. They may simply move out of the party's way, or they can create organic bridges connecting two wooden bridges. After smashing the growth in this room, the party may proceed to the door up ahead. (Note: this room also contains a watermelon and a Mr. Bird? NPC explaining the growths.)
The next room has a similar format, this time containing a "trial" for the growths that create bridges. Crossing over the newly-formed bridge will lead the party to a desk with a Receptionist Humphrey NPC behind it. Surrounding the desk are several cages with bunnies or other enemies inside, as well as some overturned chairs, tables, and papers strewn about the area.
====Experiments room====
====Experiments room====
====Waterfall maze====
After heading right from the Receptionist Humphrey, the party will find themselves in a very large but fairly linear room. This room contains growths which must be hit to progress, enemies, and NPCs that reveal themselves to be Marina's early experiments. Each experiment can be petted or poked, and petting all experiments will lead to an [[Achievements|achievement]].
 
The map is laid out like the letter S: three horizontal areas connected by two vertical paths. From left to right, some notable things found on the bottom path are [[Fuschia]] (Marina's first experiment), [[This Guy]] (her second), a watermelon, and a bridge growth. After taking the path up, the party will be on the middle path. Some notable things here, from right to left, are a Mari's Picnic, [[Porinu]] (the third experiment), [[Applefly]] (the fourth), [[Burro]] (the fifth), another watermelon, and another bridge growth. Finally, after taking the next path up, the party will be on the top path. From left to right, some notable things found here are [[Peeve]] (the sixth experiment), [[Sully]] (the seventh), [[Parsnip]] (the eighth... probably), a third watermelon, and a third bridge growth.
 
====Waterfall cliff====
Once the party has entered the door at the top of the experiments room, they will find themselves in a dark area filled with waterfalls and a winding cliff formation. The cliff formation is mostly bare except for various growths blocking the party's way, a few enemies, and corals lining the edges of the cliffs.
The dark area around the formation contains pink waterfalls, cages with enemies inside, and glass tubes with pink liquid near the end. At one point, a flower crown lays on the edge of one of the cliffs. This prompts another cutscene, during which Kel kicks it off the cliff.
 
====Experiment 667 maze====
====Experiment 667 maze====
The next (and final) area in Marina's sector is the Experiment 667 maze. The atmosphere is similar to the previous room, with glass tubes filling out the dark area around the winding cliffs, but it will quickly change once the party passes a certain point. Within this room, the main feature is a large glass tube containing a mutated yellow cat. The tube is surrounded by caution tape, has a Mr. Bird? NPC next to it warning the party not to poke the glass (if they do, the cat breaks the glass immediately and resets the room after "eating" the party and reducing them to 1 HP).
After walking ahead of the glass tube, the room will begin to shake, and the glass will suddenly crack. The room becomes darker and the music changes as the mutated cat approaches the party, and they must navigate the various growths (both types) to escape the room before the cat catches them. The area also contains various watermelons ([[Heart String]], [[Blender]] + [[Battle System#Skills#Hero|Refresh]] as well as the T key, which are only available during the chase. Depending on the player's [[WTF Value]], the [[Spelling Bee]] may also appear at this point.
Once the party manages to leave the room, they will find themselves in a narrow hallway with the cat still approaching and a door in front of them. Luckily, a hot dog (or [[Big Molio]], depending on whether the player has rescued him in Medusa's sector before completing Marina's sector) falls from the sky and crushes Experiment 667. The party can then enter the room up ahead, which is Marina's personal lab.
===Medusa's sector===
===Medusa's sector===
====Entrance and research areas====
====Entrance and research areas====
Entering the path to the right of the main entrance will bring the party to a vertical raft path where the water is green and the sides are decorated by what look like large rib bones. Traveling right on the path, between the large purple walls at the top and bottom of the screen, leads the party to the next map where the path continues. At the end of the path is a raft dock; the player may head up and to the left to collect a watermelon, or head right towards two Humphrey NPCs sitting at the edge of a waterfall. One will tell the party that Humphreys are strong enough to withstand waterfalls and can therefore form bridges, and the other one will disprove his point and be swept away the waterfall. Heading up from that location leads the party to a Mari's picnic, and heading left from Mari leads to a waterfront research area up ahead. There's also a raft dock, as the party will need to complete the bridge puzzle by talking with Humphreys in the water.
The research area, where "field work is in progress" according to a Mr. Bird? NPC, contains several Humphreys in lab coats who comment on their work. The area also contains some platforms; most hold glass shelves with chemical solutions, but one is climbable and can accommodate Kel's tag skill. After using his skill to open a gate in the water, the party can head back to the raft dock and move through the water to talk to the bridge Humphreys. At the right of the research area is a small dock with a watermelon as well as a short path with another Humphrey and some enemies.
Directly above this path is another dock with a door and some flasks on either side: behind the door is a large library. Entering it will trigger a short cutscene in which the friends look at some plants in the library, including a basil plant. Once the cutscene ends, the party is free to explore the library. The objective here is to climb up the shelves with ladders and use Kel's tag skill to knock Humphreys back down to where the raft is. However, there are also several Humphrey NPCs reading books and bunny enemies roaming the ground. Some of the ladders do not have the platform Kel needs, but allow the party to walk on top of the shelves and collect various watermelons (one of which contains the [[Globe]].
After completing the library section, the party can proceed to interact with the Humphreys knocked down by Kel and complete their bridge. Heading back to the waterfall and crossing the bridge leads to another raft dock, from which the party can travel up the raft path and into a new area.
====Falling food areas====
====Falling food areas====
Essentially, the falling food areas that comes next are large stretches of open water with the occasional island in the middle and [[Snot Bubbles]] floating around. In these areas, food is constantly falling from the sky. Collecting food is optional; the player is able to collect it by aligning the raft with the shadow the food creates before it falls. The falling food is represented by nine different realistic images that correspond to [[Snacks|food items]] in the game:
If falling food lands on the party, each member will lose 5% HP.
====Poolside areas and water slide====
====Poolside areas and water slide====
====Secondary library====
====Secondary library====
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==Quotes==
==Quotes==
==Trivia==
==Trivia==
*The color of the stomach acid in each of the Slime Girls' sectors corresponds to their main sprite color: blue for Molly, red for Marina, and green for Medusa. Interestingly, the acid in the entrance area is also green.
* The color of the stomach acid in each of the Slime Girls' sectors corresponds to their main sprite color: blue for Molly, red for Marina, and green for Medusa. Interestingly, the acid in the entrance area is also green.
* Humphrey is reportedly Omocat's least liked area.
:* Additionally, during the development of the console port they considered some sort of item such as dynamite that would skip the entire area.
::Said item was shot down by their co-developers.
 


[[Category:Locations]]
[[Category:Locations]]

Latest revision as of 19:44, 5 November 2022


Humphrey's area logo

Humphrey (location) is a location in OMORI. It is the final story-related area of Headspace, and is accessible on Two Days Left after completing the Last Resort section of the game.
The area is accessible through Deeper Well, and connects to Deep Well.

Overview

Humphrey is the main area of Deeper Well, and the player gains access to it after completing the party in the previous section of the game, allowing progression past the tollbooths in Deep Well. From the outside, Humphrey appears to be a whale NPC rather than a location, but entering his mouth reveals a gigantic area split into three sectors. Interestingly, the vast majority of NPCs inside the location are Humphreys themselves rather than new characters.

Story

All routes

After exiting Last Resort and spotting Sweetheart at a tollbooth in Deep Well, the party decides to follow her. Their journey takes them through Deeper Well and into Humphrey's Cave, where they finally meet Humphrey. He tells them that Sweetheart, along with a family of sea witches, is inside him, and opens up his mouth to let them inside as well. Once inside, Humphrey demonstrates his ability to create "mini Humphreys" that pop up around the party and act as different entities. The party is then free to enter any of the three tunnels behind the large Humphrey in the location's main entrance.

Entering Molly's sector (on the left) for the first time prompts a cutscene in which Molly enacts some remote security measures. She relays a video message on a big screen addressed to her sister Marina, warning her about some potentially deadly puzzles that Marina must solve in order to gain access to Molly's laboratory. Unbeknownst to her, however, it is Omori and his friends that have infiltrated her sector instead.

Within Molly's sector, there are three puzzles, requiring the party to enter three different rooms populated with Humphreys. (Interacting with these Humphrey scientists and participating in Molly's various experiments reveals that the research done here is focused mainly on subjects such as mathematics, code, technology and robots.) In the final portion of the Conveyor-bot maze experiment, Omori and his friends encounter a security camera with live footage of them. Kel remarks that there are loads of pictures of the friend group somewhere, and echoes some of what Basil has said in the past about taking photos, but none of the friends understand or recall what he's talking about.

Once Omori, Kel, Aubrey, and Hero solve the puzzles and disable the huge bomb in the center of the room, the portal leading to Molly's lab opens. Inside the lab is an impatient Sweetheart talking to Molly about when her invention will be complete. Molly tells her to be patient and then reveals her creation: Roboheart. Roboheart, much to Molly's dismay, speaks in Base64 instead of English, and Molly assumes she must now be programmed to kill rather than to love. Sweetheart, angry with the imperfect robot, storms off, and Roboheart flies away. Molly doesn't seem to care much about either event, but remarks that she must catch Sweetheart later in order to collect her payment.

Next, entering Marina's sector at the top leads the party to a large area filled with different 'experiments'. As opposed to Molly's sector, the experiments here are focused on biology, life-forms, and mutations along with an apparent lack of ethical conduct (many of the experiments here are left unattended in tiny cages). By using Aubrey's tag skill and making bridges out of Humphreys described as 'intelligent growths', the party can progress to the two mazes up ahead.

In the first maze, the party spots a Flower Crown on top of a cliff. Aubrey remarks that it looks kind of familiar (as it once belonged to Basil) and that maybe the friends should try to return it to its original owner. However, Hero says that nobody would want a flower crown in such bad condition, and Kel responds by punting it off the cliff. Aubrey objects, and a fight almost breaks out between her and Kel before Hero intervenes.

In the second maze, the party is chased by Experiment 667, whom they must outrun to reach Marina's lab. Luckily, a hot dog falls down as Experiment 667 is about to catch them, and they are able to enter the lab. Once inside, they watch Sweetheart and Marina talking. Sweetheart complains about the lab, while Marina tells her to relax, but there's not much time for conversation before lightning strikes. The lightning abruptly ends Marina's experiment, revealing her newest creation: Mutantheart. Upon seeing Mutantheart's strange appearance, an angry and dissatisfied Sweetheart storms out of the lab as Marina yells for her payment.

Lastly, the party visits Medusa's sector on the right. Populated with waterfalls and rivers, Omori and friends must use their raft to travel through the various sections and convince swimming Humphreys to create bridges for them to walk on. Any Humphreys not swimming in the first area seem to be doing experiments based on chemistry, potions, and traditional lab work (as well as book-based research). When the party reaches the first library in this area, they crowd around a selection of plants, remarking that one of them is named "basil". Aubrey says that it seems to remind her of something, but she can't remember what.

The second half of Medusa's sector seems much more whimsical than the studious first half, containing a river where the party can catch food on their raft as well as a pool area and a waterfall. After collecting the bridge-making Humphreys in this area, the friend group continue on to a final library area before reaching Medusa's lab. In the lab, Sweetheart appears once again next to Medusa, remarking on the horrible smell and complaining further. Medusa, unfazed by Sweetheart's comments and only becoming annoyed when Sweetheart attempts to touch the glass case, reveals her experiment: Perfectheart. Sweetheart is still unsatisfied despite Perfectheart truly being her ideal suitor, as "there's nothing more perfect" than Sweetheart herself. She attempts to storm off, but Medusa finally gets fed up with her antics and storms out first with Sweetheart following close behind.

After exploring the three sisters' sectors, the party can now take Humphrey's elevator and proceed to the main area of Humphrey. Here, they watch as Sweetheart attempts to escape the area with the Slime Girls shouting after her for her payment. Omori and his friends try to leave, not wanting to get caught up in the ensuing conflict, but Sweetheart begins to complain about the results of the Slime Girls' experiments and tries to put the charge on the kids. She runs away, successfully escaping for only a few seconds until a Humphrey pops up and says that he has "disposed of her." He also remarks that she had a total of zero Clams on her, which is unfortunate for both the Slime Girls and him; he has been getting hungrier by the minute. The Slime Girls realize that they need one million Clams and begin to approach the party, who either don't have or can't give up such a large amount of money.

The sisters surround Omori and his friends and tell Humphrey to seal the exits, revealing their intention to sell the kids to get the Clams they need. They almost succeed in grabbing Kel until he bites Marina. Both the party and the Slime Girls realize they have no other choice: they must fight it out. But once the party wins and the Slime Girls accept that they're past their prime, another problem begins to pose a threat. The sisters begin to argue amongst themselves over whose turn it is to feed Humphrey as the whale gets hungrier and hungrier, but before their argument ends, he opens his mouth below them and eats all three sisters.

Realizing they need to escape fast from the increasingly out-of-control Humphrey, Omori, Kel, Aubrey, and Hero all look for an exit to no avail. Once more, they must engage in battle to avoid being eaten. Luckily, they are able to make their way out of Humphrey's stomach after a long fight, ending up right back in Humphrey's cave.

Humphrey professes that all that eating made him sleepy, and he sinks below the waves to take a nap, both ending the Humphrey section of the game and revealing the Map of Truth.

Hikikomori route

After receiving the Giant Check from Mr. Jawsum on One Day Left of the Hikikomori Route, the party is able to make their way back to Humphrey's cave to find that Humphrey has awakened from his nap and is still hungry. Fortunately, the Giant Check is perfect for feeding him, which ends the Feed Humphrey sidequest and he allows the party back into his stomach.

Inside, the majority of the new content takes place in the main area of Humphrey (aside from the Boss Rush in Molly's sector, where Boss has relocated to after leaving Vast Forest). From this area, the party can visit the Slime Girls inside their respective labs and complete the Marina's Operation, Medusa's Experiment, and Molly's Analysis sidequests. After being eaten by Humphrey, the Slime Girls have lost their bodies and need the party to grab materials from their sectors to craft new bodies for them.

As for Sweetheart and her clones, Sweetheart herself has been delegated to acting as a maid for Perfectheart and is now known as "Sweepheart". Roboheart can be found (and fought) inside the waterfall room in Molly's sector, Mutantheart can be found (and fought) inside Marina's lab, and Perfectheart can be found (and fought) in the center of the main area. Beating her will rename her to "Imperfectheart."

Notable areas

Humphrey's cave

Humphrey's cave is positioned at the very end of Deeper Well, inside the skull of a large sea creature. It consists of a short pathway leading up to a lake; the area is populated with many aquatic plants and corals as well as several Lil Basils, waterfalls, and one picnic basket. In the center of the lake is a bridge, which allows the player to reach Humphrey. (After Humphrey takes a nap, a whirlpool appears in his place which leads to the Map of Truth.) Also, the player can find the T and W keys in this area after completing this section of the game, although they will only appear if not collected in their original locations.

Entrance

This area is the first to appear after entering Humphrey's mouth. It acts as a directional waterway towards the three Slime Girls' sectors: Molly on the left, Marina at the top, and Medusa on the right. The party can travel by raft around the "island" in the middle, which hosts a large Humphrey elevator. (Taking this elevator after obtaining the Slimy Key Card will transport the party to the boss room/main area.)

Molly's sector

Entrance and main room

After heading left from the main entrance, the party will enter Molly's sector. The first part of this area is a short raft path to an island surrounded by blue water. (Looking at the walls of this map, several windows with researcher Humphreys and conveyor belts/computers are visible.) On the island is a teleportation device, which the party can step onto in order to be transported to the metal structure on the far left of the map, which contains a large tube and a matching teleportation device. Entering the tube will bring the party to the main room of Molly's sector.

When going through the tube for the first time, a short sequence featuring the video screen at the top of the main room will play. During this sequence, the room and party will be obscured by a black screen. Once it finishes, the full room will appear: a top floor with a video screen and two large tubes next to it as well as a large bomb detonation device in the middle, and a ladder leading to a bottom floor with a Mari's Picnic, a mirror, and three teleportation devices. These teleportation devices correspond to the three puzzles featured on the bomb detonation device. (Note: The tubes are inaccessible while exploring the area due to supposed construction, but coming back to the area on One Day Left of the Hikikomori Route and going through the tubes leads to the Boss Rush.)

Once the player has completed all three puzzles and deactivated the bomb, a teleportation device underneath Molly's video screen will activate. This leads to her personal lab.

(Note: If the player fails any of the puzzles, the bomb will detonate with an explosion animation, the screen will turn black while a short funeral march-esque tune plays, and all party members will be reduced to 1 heart. Also, there is a Wise Humphrey NPC in the top left of the map that will provide hints for each of the three puzzles; the hints cost 300 clams each.)

Lab (Blue puzzle)

This is a pattern puzzle with a difficulty rating of "easy." Once this puzzle is selected, the detonation device will turn into a flat board with nine blue buttons arranged in a 3x3 pattern. Entering the blue teleportation device to the left of the bottom floor will bring the party to a large laboratory. The map is horizontal, allowing the player to travel from left to right to find the puzzle clues in order. In the first part of a lab is a Mr. Bird? in front of a research station. This research station does not contain any clues for the puzzle, but has several Operator Humphrey NPCs using large machines to presumably communicate with other Humphreys separated from them by glass windows. There is also a large chalkboard accompanied by two Humphreys doing various calculations.

Proceeding to the next map will bring the party to the clue stations. The first one consists of a Humphrey NPC in front of a computer who claims to be able to perform "remote teleportation." His lab station has a 3x3 grid of teleportation devices along with a Sprout Mole as the experiment's subject; carrying out the experiment teleports the Sprout Mole to the device on the left in the middle row. The second clue station has a Humphrey NPC whose experiment is about "Humphrey-through-Humphrey movement." His lab station has nine Humphreys lined up at the top of a 3x3 grid of holes. Carrying out the experiment makes all the Humphreys plug the holes except for the one in the middle of the bottom row, who sticks out. The Humphrey NPC at the third clue station does not disclose what his experiment is about at first, opting to ask for a party member as a volunteer. Once a party member has been chosen, they will need to walk over each metal plate in a 3x3 grid. Spikes will pop out from each plate after being walked over except for the plate on the right in the middle row. Finally, the Humphrey NPC at the fourth clue station will explain to the party that he has created "the first-ever Humphrey hologram machine." If the party walks through the 3x3 grid of Humphrey "holograms" the player will be able to see that the Humphrey on the middle in the top row is a NPC, not a hologram.

After returning to the main room, the solution should be inputted into the grid by stepping on the squares that correspond to each experimental error in order: middle left, bottom middle, middle right, top middle.

Waterfall room (Red puzzle)

This is a memorization puzzle with a difficulty rating of "hard." After selecting this puzzle, the detonation device will appear as a computerized board with four wires: red, blue, white, and green, which must be cut in the correct order to solve the puzzle. The red teleportation device in the middle of the bottom floor will also open, and entering it will lead the party to a small, rectangular room. In the middle of this room is a computer with a simple diagram appearing when interacted with. (Note: the computer and diagram is only present in the first iteration of the room.) The diagram shows four circles (corresponding to the teleportation devices placed around the room). The one at the bottom has no other symbols next to it, while the three at the top each have one, two, or three lines underneath it (from left to right). Worm-Bots also occupy the room; their presence varies depending on what part of the puzzle the player is on. Finally, the back wall of the room contains a waterfall, the color of which changes along with the Worm-Bots.

Completing the puzzle requires the player to enter the teleportation device corresponding to the amount of Worm-Bots in the room while simultaneously memorizing the order that the waterfall color changes in. The order of devices is #2, #3, #1, and then the exit; the order of colors is blue, green, red, white. Once the party gets to the room with the white background, there will be a Humphrey NPC whose dialogue lets the player know to pay attention to the backgrounds in case they have not already solved the puzzle. This room also holds Roboheart, who can be fought and interacted with after she flies out of Molly's personal lab later on in the story.

Conveyor-bot maze (Green puzzle)

This is a multiple choice puzzle with a difficulty rating of "medium." After this puzzle is selected, the detonation device will change into a simple computer. Interacting with it will give the player a list of possible passwords to choose from. Also, the green teleportation device on the right of the bottom floor will open. It leads to a fairly large maze complete with Worm-Bot enemies, Conveyor-Bots, and various watermelons or other items. Some notable things about the first part of this maze are that the Conveyor-Bots will only respond to Kel, the V key is found here, and one watermelon contains the Homework charm.

After using the teleportation devices scattered around the maze, the party will be transported to an area with a large video screen. This area is part of the maze's second map, and it is here that a short cutscene plays (the video screen is recording the party, which triggers a vague memory about a photo album). Continuing on from here, the player should be able to solve the maze and travel through a chute. This chute brings the party to the second map where, after traveling on a long conveyor belt, four Humphrey NPCs can be found in front of a four-lane conveyor belt much like the ones found at airports. The belt contains a multitude of non-interactable items that the party may have seen in their travels.

Interacting with the Humphrey NPCs from behind reveals to the player that each NPC has a letter on their back. They are slightly out of order, with the letters displaying "OBOM", but their dialogue reveals the mistake. The party can then make their way back to the main room and choose the correct password from the computer, which should be "BOOM."

Marina's sector

Entrance and 'front desk'

Heading up from the main entrance, the party will travel down a fairly long raft path over pink water. At the end of this path is a raft dock with a door and two empty cages in front of it. Entering the door leads to the next room, which is a consisting of various pink and blue islands and bridges over more pink water. A prevalent feature in the sector, first introduced here, is Humphrey growths that can be smashed with Aubrey's tag skill. They may simply move out of the party's way, or they can create organic bridges connecting two wooden bridges. After smashing the growth in this room, the party may proceed to the door up ahead. (Note: this room also contains a watermelon and a Mr. Bird? NPC explaining the growths.)

The next room has a similar format, this time containing a "trial" for the growths that create bridges. Crossing over the newly-formed bridge will lead the party to a desk with a Receptionist Humphrey NPC behind it. Surrounding the desk are several cages with bunnies or other enemies inside, as well as some overturned chairs, tables, and papers strewn about the area.

Experiments room

After heading right from the Receptionist Humphrey, the party will find themselves in a very large but fairly linear room. This room contains growths which must be hit to progress, enemies, and NPCs that reveal themselves to be Marina's early experiments. Each experiment can be petted or poked, and petting all experiments will lead to an achievement.

The map is laid out like the letter S: three horizontal areas connected by two vertical paths. From left to right, some notable things found on the bottom path are Fuschia (Marina's first experiment), This Guy (her second), a watermelon, and a bridge growth. After taking the path up, the party will be on the middle path. Some notable things here, from right to left, are a Mari's Picnic, Porinu (the third experiment), Applefly (the fourth), Burro (the fifth), another watermelon, and another bridge growth. Finally, after taking the next path up, the party will be on the top path. From left to right, some notable things found here are Peeve (the sixth experiment), Sully (the seventh), Parsnip (the eighth... probably), a third watermelon, and a third bridge growth.

Waterfall cliff

Once the party has entered the door at the top of the experiments room, they will find themselves in a dark area filled with waterfalls and a winding cliff formation. The cliff formation is mostly bare except for various growths blocking the party's way, a few enemies, and corals lining the edges of the cliffs. The dark area around the formation contains pink waterfalls, cages with enemies inside, and glass tubes with pink liquid near the end. At one point, a flower crown lays on the edge of one of the cliffs. This prompts another cutscene, during which Kel kicks it off the cliff.

Experiment 667 maze

The next (and final) area in Marina's sector is the Experiment 667 maze. The atmosphere is similar to the previous room, with glass tubes filling out the dark area around the winding cliffs, but it will quickly change once the party passes a certain point. Within this room, the main feature is a large glass tube containing a mutated yellow cat. The tube is surrounded by caution tape, has a Mr. Bird? NPC next to it warning the party not to poke the glass (if they do, the cat breaks the glass immediately and resets the room after "eating" the party and reducing them to 1 HP).

After walking ahead of the glass tube, the room will begin to shake, and the glass will suddenly crack. The room becomes darker and the music changes as the mutated cat approaches the party, and they must navigate the various growths (both types) to escape the room before the cat catches them. The area also contains various watermelons (Heart String, Blender + Refresh as well as the T key, which are only available during the chase. Depending on the player's WTF Value, the Spelling Bee may also appear at this point.

Once the party manages to leave the room, they will find themselves in a narrow hallway with the cat still approaching and a door in front of them. Luckily, a hot dog (or Big Molio, depending on whether the player has rescued him in Medusa's sector before completing Marina's sector) falls from the sky and crushes Experiment 667. The party can then enter the room up ahead, which is Marina's personal lab.

Medusa's sector

Entrance and research areas

Entering the path to the right of the main entrance will bring the party to a vertical raft path where the water is green and the sides are decorated by what look like large rib bones. Traveling right on the path, between the large purple walls at the top and bottom of the screen, leads the party to the next map where the path continues. At the end of the path is a raft dock; the player may head up and to the left to collect a watermelon, or head right towards two Humphrey NPCs sitting at the edge of a waterfall. One will tell the party that Humphreys are strong enough to withstand waterfalls and can therefore form bridges, and the other one will disprove his point and be swept away the waterfall. Heading up from that location leads the party to a Mari's picnic, and heading left from Mari leads to a waterfront research area up ahead. There's also a raft dock, as the party will need to complete the bridge puzzle by talking with Humphreys in the water.

The research area, where "field work is in progress" according to a Mr. Bird? NPC, contains several Humphreys in lab coats who comment on their work. The area also contains some platforms; most hold glass shelves with chemical solutions, but one is climbable and can accommodate Kel's tag skill. After using his skill to open a gate in the water, the party can head back to the raft dock and move through the water to talk to the bridge Humphreys. At the right of the research area is a small dock with a watermelon as well as a short path with another Humphrey and some enemies.

Directly above this path is another dock with a door and some flasks on either side: behind the door is a large library. Entering it will trigger a short cutscene in which the friends look at some plants in the library, including a basil plant. Once the cutscene ends, the party is free to explore the library. The objective here is to climb up the shelves with ladders and use Kel's tag skill to knock Humphreys back down to where the raft is. However, there are also several Humphrey NPCs reading books and bunny enemies roaming the ground. Some of the ladders do not have the platform Kel needs, but allow the party to walk on top of the shelves and collect various watermelons (one of which contains the Globe.

After completing the library section, the party can proceed to interact with the Humphreys knocked down by Kel and complete their bridge. Heading back to the waterfall and crossing the bridge leads to another raft dock, from which the party can travel up the raft path and into a new area.

Falling food areas

Essentially, the falling food areas that comes next are large stretches of open water with the occasional island in the middle and Snot Bubbles floating around. In these areas, food is constantly falling from the sky. Collecting food is optional; the player is able to collect it by aligning the raft with the shadow the food creates before it falls. The falling food is represented by nine different realistic images that correspond to food items in the game:

If falling food lands on the party, each member will lose 5% HP.

Poolside areas and water slide

Secondary library

Boss room/Main area

Molly's lab

Marina's lab

Medusa's lab

Characters

Enemies

Quotes

Trivia

  • The color of the stomach acid in each of the Slime Girls' sectors corresponds to their main sprite color: blue for Molly, red for Marina, and green for Medusa. Interestingly, the acid in the entrance area is also green.
  • Humphrey is reportedly Omocat's least liked area.
  • Additionally, during the development of the console port they considered some sort of item such as dynamite that would skip the entire area.
Said item was shot down by their co-developers.