St_Va1_map=Alaska
St_Va1_map_Alaska=Alaska
poem_St_Va1_map_Alaska_A=Thank you for playing!
cpop=cpop
Switch_Gate_Push=Switch Gate Push
YOU_CAN_DO_IT=YOU CAN DO IT

room00_text=Hi there!
If you need some help then you can talk to me :D
Btw this map has:
100 playable rooms with 100trial tower format.
12 cats. Meow!
No red berries. But golden and speedberry. Beat the map first.
GM techs and maybe some dark techs. All with explanation.
Don't worry. Each room is short by default size and with few techs per room.
You will need at least 2 jump inputs, demo button and some TAS knowledge.
I tried to explain everything in this map.
So, I hope you get the solutions without problem.
Uh... that's all then. Have fun!

room01_text=Extended hyper.

room02_text=Extended hyper + cornerboost

room03_text=Diagonal Demo Climb.
Up-Right demo at the bottom of the wall then climb left.
Works only on 3 tiles wide

room04_text=Up-Demo into Wallbounce.
You need at least 1 tile without spikes blocking the wall.

room05_text=Up-Right demo into dream grab, then demo hyper at the top.

room06_text=Grab the wall while in the feather to clip the jumpthrough, then Up-Left demo cornerkick.

room07_text=Climb jump + downright dash while grabbing zipper.
The later you do it the more speed you get.

room08_text=Grounded ultra cancel with Theo grab, then Neutral drop (keep holding down) and jump.

room09_text=Buffer Cornerkicks in the left wall and another cornerkick at the end.

room10_text=Crouch climb and Left demo over the kevin.

room11_text=Activate the moving block, jump before it destroys to get block boost.
I learnt this from Kimitany Saga D-side mod.

room12_text=Grab Kevin as low as possible and grab the other wall before getting crushed.

room13_text=Dash through bumper tech.

room14_text=Lava Climb / Lava Kick / Lava Wallbounce.

room15_text=Get stuck inside kevin by having it crush you against screen border.
Since you can refill dashes inside a kevin, dash left and grab the right side.
With the extra dash perform a double block boost by jumping and then dashing right quick.
DONT HOLD any direction after the portal to avoid dying.

room16_text=Dreamblocks can go throught very near wall spots. 
Up-left demo to get the crystal and redirect your dash inside the dreamblock.

room17_text=Kick Spiked walls with Wind.
Spam jump.

room18a_text=Dreamblock Double Jump (DDJ).

room18b_text=Up-left Demo and dream grab, then climb to the top of the wall and grab the coin. 
Make sure not to walljump or go down because you will uncrouch.

room19_text=Reverse Hyper into up right dash while on top of moving Kevin.
Your momentum will be transferred to the feather.
Then get the coins with enough feather time.

room20_text=You can jump in spiked walls as long as you have speed away from them. 
Up-left dash then jump out of the moving block. 
Then you use the momentum for last swapblock to get higher.

room21_text=You can get madeline to grab while keeping a crouched hitbox if you demo into a dreamblock and dream grab when exiting.
For this setup do a Up-right demo and hold grab.

room22_text=Grab the zipper and while is moving press jump+grab multiple times to get more than 1 block boost.

room23_text=Climb over the core block without activating it, then grab the wall above.
While the coreblock is respawning do a reverse wavedash.

room24_text=Climb jump over the Dust bunnies.

room25_text=Press demo button inside the bubble.
Make sure not to enter the bubbles with a demo since this will offset madeline hitbox and you will die.

room26_text=Jelly smuggle by dashing and grabbing the jelly very close to the dreamblock.

room27_text=Hyper on top of kevin to grab the right wall. 
Dash up after the bumper hits you.

room28_text=Theo Barrier Boost.
If you dash inside the theo barrier and grab theo at the end of grab animation you get a boost.

room29_text=Activate zipper, throw theo and regrab it after a hyper into Up-right dash.

room30_text=Dash left 2 times inside the dreamblock to get a speed boost.

room31_text=No help here.
(Blame arti)

room32_text=Activate the block and upleft demo to the spiked side.
Then Spam Jump to kick the spikes.

room33_text=Cloud Refill. You can move the spikes from jumpthrought platforms if you make the cloud interact with them.
Thanks to OwO_King999 for this idea.

room34_text=Go left in the red bubble and climbjump right in the spiked corner.
Theo can go inside the red bubble if you hold grab. Not Vanilla.

room35_text=Feather stops animation when you grab a wall.
In this case you grab the top right corner so you get a crouched hitbox.

room36_text=No help here.
(You know who to blame)

room37_text=Hyper/demo hyper to grab coin.
Crouched ultra above.

room38_text=Neutral into climbjump at the top is the classic setup, as long as you don't activate the block.

room39_text=Pixel perfect Up-right dash. Next is a cpop.

room40_text=(I agree with arti here, no help for this room)

room41_text=Enter feather while grabbing theo, then grab the wall to cancel the feather and still grabbing theo. 
In this state you can mid-air super while grabbing theo.

room42a_text=Bubble hyper by doing fast hyper inputs after entering a bubble while having coyote frames.

room42b_text=Entering a dreamblock with a demodash retains the crouch hitbox after exit, so you Dream-jump and climb jump in the left wall.

room43_text=Wallbounce in swap block, then at the end fast bubble with demos.

room44_text=No help heeeere~ 

room45_text=You can retain the liftboost you get from the kevin into a bubble.
Here, dash down with the bubble and perform the inputs for a wavedash.
You'll retain the kevin's speed if done correctly.

Room45b_text=Dream grab after smuggling a holdable through a dream block.
This lets you smuggle downwards.

room46_text=Move camera far from madeline using a bino, then dash to cancel it.
You will go through spinners without dying since they don't load when not in camera.

room47_text=Grounded ultra cancel with Seeker.

room48_text=Spiked wallbounce. 
Use reform to get a walljump without dying.

room49_text=Cassette boost on the side of a block can be done by buffering a jump when exiting the block and this is activated.

room50_text=Wallbounce in water so you don't lose your dash.
Then reverse hyper and waterboost by spamming jump.

room51_text=At the end of the zipper movement jump and dash upleft to get 2 block boosts and go over the spikes.

room52_text=Ice Tech: Climb, Kick, Wb and neutral jump.

room53_text=No help :D

room54_text=Demo into the bubble to get 2px of extra height.

room55_text=Up demo into the bird.

room56_text=Corner glide in the first corner.
Hold up + Left the whole time so you go through the portals.
Then time the last dash to grab the right wall.

room57_text=Left demo and cornerkick.

room58_text=Neutral jump from first zipper.
Next is a jump and a corner kick from zipper to get the speedboost in the cornerkick.

room59_text=Up demo to clip the jumpthrough when madeline uncrouches.
Jump close to the ceiling just so that the jelly hitbox doesn't touch the barrier and you can keep it for the next part.

room59b_text=If you cant reach the coin. Try climbing the wall with 4 spikes while being crouched, then neutral to go over.

room60_text=I found this bug in my first map testing long ago, is very easy to do and explain.
(Only works with permanent switchgate and touch switches).
To beat the room, you only need to get the coin. Then enter the room again but make a reverse hyper as soon as you enter. When you screen transition, you will have a lot of speed.

room61_text=Cornerkicks.

room62_text=Jump on spiked walls and floors while the blocks are moving.

room63_text= No help AAAA.

room64a_text= Crouched jump into walljump.

room64b_text=Smuggle theo through the dream block and dream grab upon exit to be able to dash while holding theo after.
Do a Up-left demo and dream grab again. Then dash right with theo and dreamjump upon exit.

room65_text=Pixel perfect left demo.

room66_text= No help again.

room67_text= Ye. No help here.

room68_text= Why we are here..., just to suffer? (no help)

room69_text=Neutral jump under the spinner.

room70_text=Bubsdrop, upon entering the room above do a small jump to go back to the room below.

room71_text=Nope.

room72_text=To spikefall just fastfall through the spikes. Try to fall as fast as possible.

room73_text=You can land in the spinner corner to refill your dash.

room74_text=If your last dash was a Down-diagonal, the next time you land your speed will be multiplied by 1.2x
Use that here to hit the kevin with a downright and land on the iced floor to get the speed multiplier and jump.

room75_text=You can do cassette rise by staying inside of them while they activate and deactivate.
Here the cycle is sped up so it's faster.

room76_text=Grab the corner of the spiked zippers to activate them.

room77_text=Activate the block, then when its coming back do a reverse extended hyper and bunny hop on the spiked top of the block.

room78_text=Upright dash through the corner of the dreamblock then dream jump.

room79_text=So i had a real problem on this room bcs before it was a dts/oil glitch gameplay.
Since next rooms are from farewell, i wanted some special entrance.
But if you fail you had to restart the checkpoint everytime... and that's just... nope.
So i made this normal gameplay and keep going :D.
Ah, no help sorry.

room80_text=Reform tech on moving block to get your dash back.

room81_text=Interrupt the interaction of the bino with the bubble, an easy setup is to crouch under the bubble and then press interact.
After that go to the bubble on the right and use it to go left.
Then you will have that bubble stored now so you can dash up without activating the swap blocks.

room82_text=Do the same interaction but this time jump right instantly after interacting with the bino.

room83_text=Grab the right corner of the swap block and climb up.
Then as soon as madeline is doing the little hop animation you dash right to hit the springs and go down.
This is possible thanks to climbhop cancel.

room84_text=Up demo into feather then hit spring.
After that you should clip the wall and be able to do a crouched jump between the spinners.

room85_text=Make kevin clip you through the jumpthrough while you are using the bino.
Then after a bit stop the interaction and jump so camera moves to madeline new position.

room86_text=Decoration is so hard... No help here.

room87_text=Room 087
room87a_text=Hyper bhop then cornerboost to keep your dash.
room87_NPCtext=Interact before you fall.
room87b_text=Interact with granny before you fall.
THIS is NECESSARY bcs below there's NOT A ROOM at all. So you will always die if you just fall.
In this case dash and interact before you fall. Is that simple.
You will fall and dialogue text will show up without changing the room, you did it.
So, close the dialogue and move or jump you will be again at room 086 and get the coin to keep going up.

room88_text=Zzz

room89_text=Fly

room89a_text=ONLY ONE MORE SECTION

room90_text=Jump timer tech:
As soon you jump Dash through the dreamblock, so after you exit you will get a mid-air jump.

room91_text=To "spike walk" in spikes pointing down an easy setup is to grab the top of a corner, wait for your position to get corrected, then do a 1f climbjump and hold left.
What's happening is you have a rounding error in your speed so that you are falling but very very slow, so you can cross this.

room92_text=I really love the music here.

room93_text=Up-left demo and Right climbjump.
Then use the other tech showed before like demo wallbounce.

room94_text=Clip the ceiling by jumping from the moving block before it crushes you.
If you are grabbing a jelly you will also clip it.

room95a_text=Climbhop cancel with an Up dash into a wallbounce in the spiked wall. 
room95b_text=Climbhop cancel with a right dash.

room96_text=Dash up and do a bubble super with the remaining coyote.

room97_text=You can refill your dash in moving blocks with spinners on top of them.
(if it was spikes instead you wouldn't recover your dash)
So you wanna reverse hyper and jump in the top of the moving block.

room98_text=We are so close to end this...

room99_text=A property of ultras is that when you land you will crouch in the same frame.
Use this here to get under the lava crouched the same frame you land.
To get a delayed ultra here just dash Down-right. Then grab the left wall and jump right towards the gap between the lava and the ground.
Before landing make sure to be holding down so you keep crouch under the lava.

room100_text=Bino storage:
If you interact with a bino and jump in the next frame (you can't hold interact) the next time you screen transition your state will reset to normal.
This means you can cancel a grounded ultra to get a lot of speed and reach the end.

St_Va1_map_Alaska_020=20~40
St_Va1_map_Alaska_040=40~60
St_Va1_map_Alaska_060=60~79
St_Va1_map_Alaska_079=79~89
St_Va1_map_Alaska_089a=89a~End

St_Va1_map_Alaska_126=126~150
St_Va1_map_Alaska_150=150~176a
St_Va1_map_Alaska_176a=176a~190a
St_Va1_map_Alaska_190a=190a~End

theo_dialog=Can you hear the cat?

122-x=Meow :3

Creditos=CREDITS
Testing=Playtesters:
Fix_Help=Help & Fixing:
Arti=Arti
Aerolyst=Aerolyst
Kiwilot=Kiwilot
NCG=NCG
IamVincent=IamVincent
Baked=Baked
Waffle=Waffle
Madstraw7=Madstraw7
Barrel=Barrel
BrambleForever=BrambleForever
Firethief1=Firethief1
UnNegative=UnNegative
TheRoboMan=TheRoboMan
Joaco=Joaco
NotNick=NotNick
Lancer=Lancer
Walter_the_dog=Walter the dog
Alex_21=Alex_21
DarkLeviathan8=DarkLeviathan8
IssyTas=IssyTas

room101_text=Slow fall.
Hold one jump button from ground, then perform a coyote jump with another jump button.
You must hold the first jump button until the end.

room102_text=Dream Smuggle.
You must be close to a dreamblock, then do a dash + grab to enter the dreamblock while holding the fish.
For an upward dream smuggle, you can throw the fish against the wall or do a neutral drop and perform a dash up + grab.
For a downward diagonal dream smuggle, you first need to grab a wall while also carrying the fish. For this you must do a diagonal dream smuggle up-left and hold grab towards the wall upon exiting. Then a dash down + left.

room103_text=Jump up from spawn then dash down + right in the space of 1 tile to then gain coyote time and jump very late.
Then a cornerkick to reach the spring and cancel it with another dash.

room104_text=2 neutral jumps on the spikes to reach the portal.
Climb to the top of the left side of the swapblock, hold grab and do a demo dash.
You must then climb up while the swapblock moves to the right. When you grab the wall you will keep a crouched hitbox.
You cannot climb down or release the grab button, otherwise you will lose the crouched hitbox.

room105_text=You can recover your dash if you are pushed towards an edge without a wall.
In this case you must grab and hold grab while the swapblock pushes you to the left. Then dash and hold right.
When you touch the ground you will recover your dash and also the speed of the swapblock. Jump at that moment to reach the dreamblock with a dash.

room106_text=Perform a demo dash from the bottom of the first dreamblock and hold the grab button.
You need a crouched hitbox to prevent the bubble in the middle of the dream blocks from pushing you and hitting the spikes or pushing you out.
Once in the middle of the dreamblocks you can release the grab button 1 time so that the bubble pushes you a little and perform another demo dash on the second dreamblock.
Finally from the left side of the last dreamblock, grab the bottom part and do a demo dash up and right. The bubble will push you out of the dreamblock where you must perform a dream jump and reach the portal.

(Thanks to Intrbity map for this idea)

room107_text=To make the bowl appear above the power box, you must do neutral drops below the box.

Later you have 2 side platforms (setup) to perform a corner slip.
The left side (near the spikes) is for the 1 frame jump. The right side is for a full jump.
After the jump, hold down + left to achieve a corner slip and perform a crouching coyote jump.

room108_text=On top of the swapblock, perform a hyper dash + dash down left.
The jump after the hyper has to be short.
If you do it right you will be able to cross the platform and get the coin below.

room109_text=You can do a hyper bhop or just a hyper and then a demodash under the platform near the spring.
By touching the spring you will preserve your previous horizontal speed but also get the vertical speed from the spring.

room110_text=Delayed Ultra.
Dash down and right to destroy the sci-fi block (green).
Reach the other green block on the right and grab the bottom corner without landing on ground before. Then hold to the left and fall.
The property of the delayed ultra is that you will crouch the same frame you touch ground, so you will land below the spinner.
Then perform a demohyper to the right when you land.

room111_text=Neutral jump with 5 spikes (first perform a crouch jump and then a neutral).
In the middle there is a bubble demohyper (dash to enter the bubble and then a demo + jump on coyote).
Finally we have a space with water which has been modified in position so that it is possible to recover a dash by swimming (grab the left wall and climb down, then release the down button and the grab button to recover the dash).

room112_text=Wallboost. Then demo dash and crouch climb up.
5 Tile.
Each side has a side platform, which is positioned a little away from each wall so that the crouching wallboost is closer to the corner of the 5 tile.
To do a 5tile you crouchjump from ground then do a neutral climbjump and turn arround right after while still holding jump, then cornerkick.

room113_text=Climbhop Cancel (Dash down)
Grab the top of the switchgate block. Then hold up+grab and cancel it with a downward dash as soon as you grab the coin.
After you touch the spring, kick the walls very fast until you go up and down across the spikes. You will still do kicks even when you start going down.
It can be done with 1 jump button but I recommend using 2 or more.

room114_text=While carrying Theo, perform neutral jumps on the Theo barrier.

room115_text=From the checkpoint and with reset subpixels, hold the grab button and walk to the left.
Fall down and grab the wall. It then falls to the right below the spikes on the lower right wall.
Kick the wall under the spikes (the wall has 1 tile off screen) and go under the spinners to dash up left

room116_text=There is a distance where the spinner does not load on the screen if you are far enough.
In this case, after Theo touches the coin, you will not be able to make high jumps or be up close.
So you will have to make small jumps to get over the spikes.
When you reach the white barrier, you can do long jumps again to perform a cornerkick and climb up.
(I read that some hated that I used ice on the floor instead of using a trigger where you don't recover dash when you touch the floor. This room is for them :3)

room117_text=Climbhop Cancel (Dash down) V2
Same as before, grab the top on the left side, climb up, and cancel it with a downward dash.
Touch the spring and enter the red bubble. Then perform a fast bubble to the right (no buffer) to change the direction of the red bubble diagonally.

room118_text=You must place the jelly on the floor near the swapblock on the right side.
Then go to the middle of the white barriers and do a dash so that the swapblock moves and pushes the jelly and hold grab.
The swapblock has a modified speed of 5000, so it is capable of causing a large push to the jelly and crossing the first barrier (on the right).
For the bowl you must place it on top of the swapblock (on the left) and after dashing make the bowl touch the spring. There is a green block where you can throw it against a corner so that it lands on top of the swapblock.

After the bowl falls to the ground the same push will occur but upwards.

room119_text=Jump and dash up and right. Perform a neutral jump on the spikes.
Then a superdash as the swapblock spikes move up.

room120_text=Delayed Ultra (Crouch Climb)
We know that a delayed ultra allows you to crouch as you touch the floor.
In this case you need to crouch climb to keep a crouched hitbox up. Then climbjump and make a demo for the dreamblock.
Since we cannot crouch climb from the ground we need to perform a delayed ultra from the green block (on the left) in the first pixel.
You grab the wall at that pixel, dash down left, and keep holding grab. Then hold up+grab when the dash ends.

Next is a crouched wallboost.

room121_text=You can continue carrying the bowl after it explodes.
First you must wait inside the cassette block, then when it explodes continue holding the grab button and jump inside the orange barrier.
Spam jumps to go up fast and fall while walking.

The next thing is to climb while crouching and touch the bumper.
There is a side platform near the checkpoint to climb while being a little far from the wall.

room122_text=To change direction you need to kick the wall while holding in the same direction for a moment.
In this case you keep right, kick the wall and then release right.
Perform dashes, supers or hypers in the air to reach further to the left.

room123_text=Hyper then demo dash up right, climb the corner and then climb while crouching to the right.

room124_text=Dream Smuggle Crouching.
Perform a dream smuggle with Theo (dash up right and grab the wall)
Then demo dash up left, grab the wall and climb up near the coin.
At this point you should have a crouch hitbox, which allows you to climb higher in the upper corner.
The switchgate block will push you to the right while still maintaining the crouch climbing state. Then perform a crouch jump while carrying Theo to pass through the small 1-tile gap.

Theo can disappear in the space of 1 tile, so you must throw him to the right before you hit the ground.

room125_text=Water allows you to grab the swapblock right side while you carry the bowlfish.
Hold down against water meanwhile the swapblock push you to the right. Then up right demo to keep climbing while you carry the bowlfish.

room126_text=Cutscene storage: Dash Up.
On the left there is a room with a trigger which activates a scene with a dialogue (the meow), which you can skip.
The idea is to keep this state of scene outside that room. To do this you can enter with a dash/demo and as soon as you enter you jump back in the first frame and return to room 126.
If you succeed, you will see a 'skip scene' option when you pause. If you can't move, skip the scene and try again until you can move.
With the scene state, jump and dash upwards. It's right here that you should pause and skip the scene when the upward dash is at half its distance or a little more.
If you skip the cutscene too early or too late during the dash up, you won't get any extra boost to reach the wall above.

room127_text=Every jump is an ultra.
This extended variant allows MANY things:
Crouch jump while climbing a wall. Crouching Cornerboost. Free Cpops. Jump or dash from a wall, then get a crouch jump from a lower corner (like a cpop) and achieve a very long jump.

Thanks to smoothee for the 'Ridge' map with this variant.

room128_text=Feather + Spring = Get stuck in the ceiling.
As you fly with the feather, hit the spring. Then enter the bubbles (without canceling the feather state with a dash) to enter the portal above.
This way you can get stuck on the ceiling after the portal.
You can dash up to have the swapblock push the bowl and activate the coin on the right below.
Then climb the corner with a demo dash up right and avoid touching the bubble at the end.

room129_text=Theo's Barrier Push.
Perform a super dash and an up left dash to grab Theo from below.
As soon as you grab it, press and hold the jump + right button until you reach above the spinners.
Then hold the left button while still holding the jump button to reach the portal.
What follows is a theo with a neutral drop in the air and a quick regrab while jumping from the left wall to the right. Finally a theo climb.

room130_text=Badeline blocks at high speed.
When a block moves very fast, it can pass over you.
In this first block, you can pass through it by climbing down from any wall when the block begins to descend.
What follows are timed jumps as blocks appear and disappear.

room131_text=(For this to work you must disable the gravity helper mod on maps)
You must demo dash upwards to reach the red bubble and then go to the right.
In this way it is possible to get an infinite red bubble when there is an upside-down platform above the bubble's path and a corner below it.
Demo dash up right to quickly climb up before you get crushed by the left block.
(The spikes in the bubble's path have been moved 1 pixel further to the right so that you don't die when touching them)

room132_text=The down transition is disabled, so you will always die if you press down when walking through the space connecting the current room to the room below.
But, you can get a crouch jump if you press down + jump at the same time.

room133_text=Reverse Cpop.
From the spawn, hold the grab button and walk to the left.
Hold the grab button and jump up. Then perform a neutral jump as you fall.
This is when you should do a crouch jump to the right to grab the bottom corner with the spikes.
While holding the grab button, jump to the left.
Another way is to reset your subpixels from the top left corner near spawn. Touch the ground, jump and do a neutral while falling. Then repeat the crouch jump to grab the bottom of the spikes.

room134_text=For the first coin, you need to demo dash from the bottom corner with spikes underneath. Then do a cornerboost.
Climbhop Cancel (Dash down) V3.
After touching the spring, kick the walls while holding left (I recommend using 2 jump buttons or more here) and when you reach the height above the spikes you will receive a push to the left.
Take advantage of this momentum to dash to the left, which increases the distance.

room135_text=On top of the swapblock, dash up and jump to get a wallbounce before entering the bubble.
Inside the bubble do a fast bubble with a demo to the right so that when you leave the bubble you get a crouch jump.

Thanks to Starry Cliffside map for this idea.

room136_text=Crouched Cpop.
Perform a fast bubble down right to get a delayed ultra and a crouching hitbox while holding the grab button.
You will then be pushed down by the wind while maintaining the crouching state. Perform a climbjump right when reaching the bottom corner.

room137_text=Climbhop Cancel (Dash down) V4.
Again but after touching the spring you must spam jumps on the spikes (I recommend 2 or 3 jump buttons) while holding left.

room138_text=Dash attack.
Grab the wall at the first pixel of the green block. Then look to the left and dash towards the bumper.
When you bounce you will get a Dash state which will interact with the dreamblock. Causing a dreamdash inside the bumper.
What follows is a dash up right without activating the dreamblock on the right side of the screen.

room139_text=Every jump is an ultra V2.
Jump off the wall and perform a crouch jump from the bottom corner (like a cpop) to achieve a long jump while conserving 1 dash.
Then a neutral jump over 4 spikes (you can crouch jump off a wall and perform a neutral, which makes this easier).
Later perform 3 cpops in a row (with this variant the cpops are free).
Above the cpops section there is a space of 1 tile without spikes. First you must grab a wall and crouch jump towards that space. Then kick that wall as you head to the wall at the top right.
Finally there is a green block where you must position your feet in the lower corner, look to the left and do a dash + cornberboost to go over the spikes and reach the portal.

room140_text=Dash Attack V2.
Near the pink floor there is a side platform, you need to grab the right side. Dash up right so the fish pushes you.
At this point you have a dash state which interacts with Kevin. Activate the kevin while conserving your dash and also send you away on the left side of the kevin.
Get your dash again with the spring above or falling from above to the fish below. Repeat the dash up right but from the grass block so that the Kevin pushes you down but you continue to maintain your dash.

room140a_text=In this case you must grab the left side of the dreamblock, go down until you are near the spikes and perform a demodash to the left.
The dash state that will interact with the dreamblock will be with a crouching hitbox.
The fish regenerates faster so you must perform a dreamjump and pass through.

room141_text=(This no longer works thanks to an update to Max-helping-hand helper)
Grab the moveblock and go down while holding the grab button, reach the middle floor so you get coyote time.
The side platform has been modified so that it appears instantly when the moveblock respawns in its original location.
So you will appear inside the bubble with coyote time. Perform a bubble hyper there.
Thanks to the Lost Cave (No Right Map), because I noticed this detail there.

room141new_text=Hyper Dash Switch
Grab the first pixel of the sci-fi block and fall to the right. 
When you touch the dashswitch you will get a cornerslip, with 5 frames of coyote time to perform a demo to the left.
After activating the dash switch, jump to the right to achieve a reverse hyper.

room142_text=You must jump while the bubble pushes you to the wall so you can pass through them.
In the third bubble you need a slow fall (jump from the wall, hold the jump button while you fall), so that you can pass the spinners with perfect pixel.
You can walk to the left and crouch to go under the spikes.
Guide yourself along the green blocks so you can touch the middle bubble on the left side.

room143_text=Crouched Lava Climb.
Crouch jump and climb the lava wall. There is a side platform near the lava.
Climb the top of the wall before the portal above. Then do a DEMO dash up to appear inside the coreblock and spam jumps to get an upward push.

room144_text=This room has 2 sections, from chapter 1 dashless.
The first is a jump from a subpixel. You must grab the first pixel of the green block.
Then hold to the right and jump over the spikes. Reaching the right corner you make a jump to reach the crumble platform.
Finally do a coffee jump. Grab the wall at the first pixel of the green block. look right and jump (hold the jump button) and jump with another button in the corner with the spikes.

room145_text=Grab the moveblock and jump on top of the spikes as the block goes up.
You can spam jump buttons to make you jump over the spikes.
What follows is a couple of cornerboosts.

room146_text=From the spawn grab the wall on the left and climb up.
When you reach the top, do a demo dash up left. Then spam jumps to gain height and another demo dash up to reach the wall with the coin at the top left.
What follows is a reverse demo: Fall from the portal and when you are on top of the dreamblock grab the right wall.
Then press dash first and in the next frames press the down button.
Returning to the beginning of the room you must climb again and do the DEMO dash up left but this time grab the wall so that the swapblock pushes you into the spinners.

room147_text=Every jump is an ultra V3.
In this case you must grab the first green block, then jump up while crouching. Move left to get a cornerkick on the second green block and grab the third block where you will do a cpop.
Grab the ladder and let it take you up, release the jump button so you can be propelled without having to jump and spend stamina.
On the right side is a fourth green block. Where you must grab the first pixel. Jump up and then move left to go over the spikes.
Finally grab the bottom of the pink block to perform another cpop and a wallbounce.

room148_text=Cutscene storage: Crouched.
Get the scene state from the left room. When you enter the tube pause and cancel the scene.
Then press the down button (or do a demo dash) so you can crouch jump when you exit.

room149_text=5 tile height with 1 jump.
When you enter the left room, hold the grab button and walk until you grab the green block on the left.
Then do a climbjump and keep holding jump and grab all the way, when you fall also start to hold down button until you regrab the wall and stop moving.
You now have a subpixel up of 0.09.
Now walk and position yourself on the same pixel as the shadow then crouch.
A pixel can have many subpixel positions, but we need one that is closest to the right, so it is best if you get to the lign up by doing small taps from the pixel in the right.
From this position hold the down button, right and jump towards the room on the right.
Hold the jump button and release the down button after the room transition. 
Hold the button to the right and release it when you are near the wall to grab it.
If you keep the button to the right the entire time you will go under the wall.

room150_text=Get to the platform above and let the wind push you on the platform sideways. This resets your subpixels.
Right after that, walk to the right and fall while holding your right.
You will fall close to the spikes below but on the right side of the wall with a corner slip. Which allows you to walk for a couple of frames while on the right side of the wall.
Then perform a demohyper with coyote time to reach the water on the right.

room151_text=Cutscene storage: Throw.
With the scene state perform a dream smuggle with the bowl.
When you are close to hitting the middle wall, pause and skip the cutscene. Right after that, throw the bowl to the left.
The bowl will appear below with the same pulling motion to the left.
Then dash down left to get the bowl and dream smuggle up right.

room152_text=Rebound Tech:
From the spawn, dash up left and hit the spring.
Cancel the spring bounce with another dash towards the spring but also hit the jump button when you touch it.
Then dash down right and when you touch the ground dash down right again.

room153_text=Climbhop Cancel (Dash Down) + Dash Up Right and Grab.
When you touch the spring, go over the bowl and then dash up right + the grab button.

room154_text=You can get your dash back if you destroy the dash block with enough height.
After destroying the block you will have coyote time to make a jump and reach the upper walls with 1 dash.

room155_text=Offset Camera X - 10.
Spinners do not load if they are far from the screen. But the spikes still remain.
This screen has a wallbounce, two demo dashes to the left from the first refill crystal. A reverse hyper, dash up and jump to the left from the upper right corner where the blue refill is (which only refills stamina).

room156_text=7 Jump or Double Cornerboost.
You can grab the bottom of the left green block and jump off the wall to the right. Get to the right green block and do double cornerboost.
(Thanks to Avoid T. Meadow for a video explaining how this setup works in 1C)
What follows is a wallbounce on a 1 tile wall. Make sure the dash ends at the start of that 1 tile before jumping.

room157_text=The dream jelly has a larger hitbox than it looks.
Enough so that a demodash can reach it if you are very close to the spikes.
Then you must reach the upper left corner with a dash and do a neutral to go over the spikes.

room158_text=Have fun on this. Took me 5 hours to make.

room159_text=Climbhop Coyote Jump. 5 tile dashless.
Grab the 1 tile sci-fi at the left and climbjump. Then fall and press down + grab until you land on the floor.
Climb the 1 tile reflection at the right and jump after you climb over the jumpthrought.
Next is just water precision with timer.

room160_text=Corner Slip From Fast Fall.
There is a platform on the right side near the spawn.
There grab the right side of the wall and look to the right. Jump and hold the jump button while also holding right and down to fall fast.
When you pass near the spikes below you will get a corner slip, which allows you to crouch jump and get a neutral in the spiked corner.

room161_text=Spiked Cpop.
From the spawn walk to the left while holding the grab button.
Once you grab the wall, let go and grab the wall again (without falling 1 pixel) and hold it for the next step.
Dash down left across the dreamblock and hold the left button only (remember to hold the grab button).
You'll end up grabbing the bottom of the wall with the spikes. At that moment jump to the left. (Thanks to Shiggy for showing me this in 2B)
Then dash to the left without holding the grab button so you can achieve a dreamdash.
From the right side of the lower dreamblock, climb to the top, dash up left and perform a double neutral.

room162_text=Climb the wall with a crouch jump and then jump again and move towards the direction of the corner with 3 tiles.
Climb up while still keeping the hitbox crouched.

room163_text=Horizontal Speed from vertical entrance.
To cross the spikes you must first go to the room below, perform a reverse hyper, dash up right and kick the wall in the last frame before going to the room above.
Then perform cornerboost while going to the right.
It is recommended to perform the reverse hyper and the dash up right with the demo.

room164_text=Bubble Jump timer.
Perform a wallbounce just before entering the bubble. Then a fast bubble upwards to get an extra jump and be able to reach the coin with another dash.

room165_text=To avoid dying from the launch state of the Badeline orb. First you must make a bino storage.
Interact with the bino and jump in the next frame. An easy way to know that you have achieved it is to look in the opposite direction where the bino is and when you achieve the bino storage you will change direction towards the bino without pressing any direction button.
Then get the Badeline orb and your launch state will be canceled after the room transition.
Move left to grab a corner and dash to go over the spikes.
Further ahead you have a hyper cornerboost with a lava block (above there is a side platform as a setup) and after the cornerboost climb the lava block on the right.

room166_text=3x2 overhang.
Grab the bottom corner of the wall 2 tiles high. Then jump to the right and hold the jump button for 6 frames.
Then release the jump button and press it again to generate a slow fall and get a cornerkick in the corner with 3 tiles.

room167_text=From the green block, double jump off the wall to do a cornerkick with a demo dash.

room168_text=You need to demo dash up and have your crouching hitbox end after you enter the first portal.
So you get to touch the second portal when your crouching hitbox returns to normal before falling into the spikes.

room169_text=Climbhop Cancel (Dash Down) + Dash up left.
Again perform the climbhop cancel and after you touch the spring dash upwards left to cross the dreamblock.
Normally there would be no space and you would die but you will be pulled to the right so you will also be taken out of the dreamblock.

room169a_text=Grab the first pixel of the first green block and do a demo dash up and right.
Then grab the green block on the right wall (at the end), at the first pixel. Release and grab again for a subpixel and jump to the left in the corner (pink) under a dust bunnie.
Right there kick the wall to climb the upper right wall.

room170_text=Climbhop Cancel Neutral.
You can ignore the force of the wind if you perform a climbhop and cancel it with a neutral.
You must move forward and toggle the down button to walk against a strong wind.
Then repeat the climbhop cancel with a neutral in the wind with a strength of 21 (in the game the strongest speed is 12 xD)

room171_text=Multi block Boost (leading edge via neutral + climb-jump)
(I'm going to let Avoid T. Meadown explain this since I learned it from his video):
Climb/neutral jump to the top of the block to trigger it. About 3/4th of the way through the ride, let go of grab to fall down a bit.
From there, neutral jump from the block to receive the first boost, and then IMMEDIATELY follow that up with a climb-jump to receive the second boost.
The neutral jump is necessary since we need to be facing the block for the climb-jump.
A regular wall jump doesn't allow us to turn around in time.
Be careful not to start steering 'right' too soon after the climb-jump. Doing so will convert it into a wallboost, resetting your momentum and screwing you over.
Steering away from the wall on frames 1-11 after the climb-jump results in a wallboost, so you'll want to wait until at least frame 12.
(Thanks again for this tutorial, you can check out his video on YouTube where he shows his inputs on the screen)

room172_text=Reverse Conerboost.
Perform a hyper and demo dash up right to climb the spiked corner.
Right after climbing to the left you move to the right while holding the jump button.

room173_text=Spike jumps crouched.
Grab the zipper and jump to the right wall. Try to be squeezed between the moving zipper and the wall on the right when jumping so you can get a crouching hitbox while jumping over the zipper spikes while maintaining speed to the right.
After getting the key grab the bottom corner of the transparent block to fall on the right wall with the green water near the spinners.
Spam jumps as you jump over the water with the spinners below to cross over it.

room174_text=Coreblock Multiboost.
Grab the coreblock and release the grab button.
In the following frames you must hyper to the right and repeatedly climb on the coreblock while it moves to the right.

room175_text=Bino Control Storage.
First get the cutscene state, then interact with the bino, pause and skip the scene.
Now you can move and control the camera with the bino at the same time.
You WILL NOT be able to do normal dash or long jumps, but you will be able to demo dash and climb walls.
So in this case do a demo dash up to where the portal is. Then 2 demo dashes to grab the left side of the zipper, wait for it to move and use your speed to do a demo dash down right.
Upon touching the ground another demo dash to the right to go over the spikes.
Near the block of electricity and spinners, grab the left wall, hold the down + left button to move the camera to the left and make the electricity and spinners not load.	
Right here press the right button 1 time and demo dash to the right. Climb the wall and another demo dash up to get the coin. Jump to cancel the bino control storage.

Notice: Use of the bino is disabled when you press Enter, so you should not have the interact, grab, or demo buttons related to Enter.
Also being invisible you can know where you are when you do a demodash towards the floor.

room176_text=Cutscene Storage: Safe Bubble.
Get the cutscene state and cross the barrier with the safe bubble trigger.
Pause and skip the cutscene when you are near the coin.
This also generates a visual glitch where your hitbox is 1 pixel further to the right and your character is a couple of pixels below the ground. Make sure you don't skip the scene too close to a spinner or spike to your right.
Repeat the process at the end but after skipping the scene you will have coyote time to jump, dash up and get the crystal refill.
Warning: If you skip the scene inside a wall you will have a softlock where you will not be able to retry. To avoid this I have placed a kill box in the path of the bubble inside the walls.
And..., the only way to return your hitbox to normal is to die.

room177_text=You can perform a downward dream dash smuggle while holding the bowl after being ejected from a fish.
Repeat the process after getting the coin to dash upwards while carrying the bowl at the same time.
When you reach the left side of the barrier and the pillar of spinners, throw the bowl so it explodes, pushing you to the left and regaining your dash.

room178_text=Bunnyhop + grab while carrying Theo.
From the spawn, do a short bunnyhop and press the grab button to pick up Theo.
The swapblock above makes your hitbox crouch the moment you carry Theo. With this you can crouch jump while carrying Theo.
Enter the space 1 tile ahead while still holding the jump and grab button, then throw Theo to the right before hitting the ground.
Theo must appear below with the movement of being pulled to the right to get the coin.

room179_text=Cutscene Storage: Dreamblock.
With the cutscene state enter the dreamblock. Pause and skip the scene when you are near the left wall and you will be inside the dreamblock to change your direction upwards.
You will then have to overclock before climbing the left wall to reach the yellow portal. Jump before reaching the portal.

room180_text=Take Theo and get the feather.
You will fly while carrying Theo until you reach the upper corner above a Theo barrier (near the crumble blocks)
Cancel the feather by grabbing the corner and you'll have a crouching hitbox. Then dash to the left so that the swapblock above pushes Theo and he can appear over the wall.
Release the grab button when Theo has been pushed far enough, otherwise he will disappear from the screen.
Finally throw Theo between the corners of Theo's last barrier and the ceiling. Theo will be positioned in the middle after bouncing and you will have to jump or dash upwards + grab (Theovator) so that the barrier propels you upwards returning your dash.

room181_text=Dialogue Clip.
Interact with Theo before stepping on the zipper. In this case you will be forced to walk towards him and activate the zipper.
Because there is a Badeline orb off screen and with a 'Lock Camera' option, the screen will not move up making it possible that after the dialogue ends you can go through the wall
and land in the same position where you should be when you talk to Theo.
Avoid the blade spinners to use the key on the door. Due to Badeline's orb you will not be able to leave the screen, but there is a teleportation trigger to the next room.

room182_text=Cutscene Storage: Dreamblock V2.
Get the cutscene state and don't use it until the last dreamblock.
Theo's barriers push you when you are carrying Theo. Use this to bounce diagonally when you do a Theo with a dreamdash smuggle. Get the coin and bounce back out of the dreamblock.
The next dreamblock above has a Theo barrier underneath. When dream dash smuggle with Theo you will touch said barrier and it will change your direction upwards.
You will go straight to the spinner above so throw Theo on the way out and dash towards the left wall.
Finally, with the cutscene state, perform one last dream dash smuggle with Theo. Pause in the middle of the dreamblock and skip the scene. Drop Theo inside so he disappears from the screen and Theo's golden door opens no matter how far away you are.
Again you won't be able to leave the screen as Theo is off screen but still in the room. Use teleportation at the end.


room183_text=Theo/seeker floor clip.
(Avoid T. Meadow can explain this better than I can):
Get Theo nestled up against the wall, bait the seeker into rushing right overhead, then lift Theo up into it.
The trick seems to be to not leave any space between Theo and the wall, otherwise he'll just get shoved into that space instead of downward.
(Thanks again to Avoid T. Meadow for the video explanation and to Marxy_37 for being the one who discovered this).
What follows is a gultra with theo without jumping and holding the down button all the way while going under the spikes.

room184_text=Cutscene Bug (Lua CutScene)
With Lua Cutscene you can write commands for the character to walk, dash, etc. in a scene. In this case the left trigger makes you walk to the left for a while and the right trigger the same but to the right.
The idea here is to keep that state out of the trigger. With a bubble nearby you can enter and hold left or right depending on how you want to get away from the trigger.
Once this is achieved you will be pulled towards the direction of the trigger after making any movement. To stop you can dash in the opposite direction of the trigger, but then you will be pulled again if you move again.
The only way to cancel this state is by grabbing or touching a wall in the same direction where you are being pulled.
So. Let the trigger pull you to the left when you're on the ice floor.
On the second trigger let it pull you while holding the bowl and you must do neutral buffer jumps on the icewall. If you are touching the wall for too long the trigger pull will be cancelled.
WARNING: Mixing both triggers can really screw up your game when it comes to movement. That's why I decided to put a wall to divide both triggers.

room185_text=Cutscene Storage: Safe Bubble V2.
Using the cutscene state, enter the white barrier above to activate the safe bubble. Pause and skip the cutscene when you are below the barrier.
With the visual glitch you have the hitbox 1 pixel to the right. Which makes it possible to do a demo dream dash up right without dying.
First you must position yourself in the middle of 2 and 3 tiles away from the dreamblock.
Near the dreamblock there is a grass wall where you can grab and fall until you are above the switch gate block with spikes on its left side.
Since your hitbox is 1 pixel further to the right, you can step on the switch gate inside the grass wall. Recovering your dash so you can cross the dreamblock arriving first with crouch jumps.
Remember: The only way to return your hitbox to normal is to die.

room186_text=Grounded Wallbost.
One way to accomplish this is to climb the top of a wall, jump for 1 frame, land on the floor to the right, and then jump to the left.
You can make a jump greater than 1 frame, as in my case, but the 1 frame jump is the safest and most consistent for this technique.
Then follows a diagonal demo and climbing the wall while crouching.

room187_text=Wallboost + Double Cornerboost.
Grab the left wall, jump up, then move right for a wallboost.
Then perform a double cornerboost on the right wall to get over the spikes.
Get Theo and throw him to touch the coin.

room188_text=Cutscene Storage: Cassette Block
With the cutscene state, stand on top of the dreamblock and drop the bowl there.
When the cassette block appears, jump and do a downward dream dash. Inside the dreamblock pause and skip the scene. You will be inside and stuck.
Then hold the grab button so you can hold the bowl above you.
The cassette block disappears, you will appear below the entire cassette block avoiding the spinner and the electricity.
After getting the coin, throw the bowl up so that when the cassette block appears again it will send the bowl on top of itself.
Finally use the bowl with an upward dash + grab to avoid the spikes.

room189_text=Crouched Grounded Wallboost.
Same as a grounded wallboost, but when you land on the floor on the right, hold the down button and crouch jump.
Then you have to hold the zipper and perform a cpop while the zipper moves.

room190_text=Cutscene Bug (Lua CutScene) V2.
This trigger makes you walk to the left.
When you enter the green bubble, you must do a hyper bubble to move away from the trigger (you will be pulled again but hold right to move away later).
With this you can change the direction of the red bubble and also have it pull you to the left while you are inside the bubble to slowly move to the left.
The switch gate block below the second red bubble has a timer before it moves so you will need to be on top using the red bubble while it slowly pulls you to the left. Enter the yellow bubble, do a fast bubble while holding the bowl and dash up right to hold the bowl again and enter the second red bubble.
Here you hold down right so that the bubble passes near the spinners.
Still holding the bowl, perform a demohyper on the crumble block. Throw it and climb the corners of the wall.

room191_text=Stuck Refill?
Grab the left side of the swapblock and when it is about to crush you against the wall on the left, dash to the right (the dash is a perfect frame).
Release the grab button and you'll be stuck inside the swapblock for a moment. You will recover your dash there and then fall.
When you are stuck you must crouch and jump under the swapblock, taking advantage of its speed to reach the dreamblock with a dash.

room192_text=Ultra Fast Red Bubble.
First grab the right side of the coreblock, let it push you to the left, perform a hyper to the right and a dash down right.
Make sure to glide on the water block and enter the red bubble. This is when you should fast bubble to the right BUT not buffer.

room193_text=Half Stamina Climb.
For this it is better to have an RCB (reverse cornerboost) input. In this case it would be a button with jump+grab+left.
From spawn do an overclock. When you move to the right, press the RCB button to jump to the left again in the next frame.
Only 1 HSC is needed to complete this room. If you achieve the first, you can climb the wall and release the grab button before entering the first portal. Dash upwards so that the portal sends you further and you have enough stamina to reach the yellow portal.

room194_text=Crouched Half Stamina Climb.
The same as before but in your RCB button you must also add the downward direction.
There are 2 walls depending on your preference, and on both you must start with a crouch jump while climbing the wall. Perform the crouched hsc to have enough stamina on the last crouched jump up.

room195_text=5 Tile with holdables.
You can achieve a 5-tile high jump by performing a neutral drop with a holdable and carrying it back into the air while holding down the button to drop it again and grab the 5-tile high corner.

room196_text=Crouched Wallboost + Neutral on Spikes.
Do a dreamdash and you'll get a crouch hitbox when you grab the wall (you'll lose the crouch hitbox if you climb down, fall, or after a small jump).
Now jump up while crouching and move to the right to be close to the spikes. Inside the spikes perform a neutral jump.
The spikes cannot kill you if you go in the same direction they are pointing.
After a neutral jump on the spikes, make a jump in the upper corner to reach the wall on the right with 1 dash.

room197_text=Bubble + jumps.
From the spawn, perform a hyper and dash up right (hold right until the end) to touch the bottom of the bubble.
Right after touching the bubble JUMP, keep straight and repeat the jump 3 more times.
In the fourth jump continue holding right and you will be launched until you reach the wall far to the right with 1 dash.

room198_text=Grabless Activation.
This room has the grab option disabled, so you must activate the moveblock by landing on the spikes while maintaining vertical speed.
From the spawn make a long jump, reaching the maximum height point and move to the right over the spikes.
When you touch the spikes you will have 1 frame where you will land and activate the block, but you will die in the next frame.
To avoid this you must kick the wall to your left.
With the block moving you must kick the right side until you reach the dreamblock

room199_text=Grabless Activation V2.
It's best to have an RCB for this, in this case it would be Jump + Grab + Left.
From the spawn press grab and walk to the platform on the left side.
Crouch, look to the right and perform a crouch jump (hold the jump button), get inside the spikes and press the RCB button to move left inside the spikes and 'grab' the zipper while still you maintain horizontal speed and slowfall.
Once you see the zipper shaking, you can release the RCB and fall.
Climb and perform a neutral jump to climb the wall above.

room200_text=Switch Gate Push + Cutscene Storage + Up right Dash.
Get the cutscene state in the left room. Touch the coin in room 200 to make the switch gate block move (as it is permanent, every time you enter this room from the right room your character will be pushed to the right).
With this in mind you arrive at the 'End' room (on the right) with the cutscene state. Then perform a hyper entering room 200 and immediately jump towards the 'End' room again to get a long jump.
Along with this speed, dash upwards to the right (speed makes your dash have more distance) and that is when you should pause and skip the scene (not too early and not too late).
Hold the jump button after skipping the scene to get a very long and fast jump, where you will land on the rainbow platform and you will have to jump at the last moment to reach the final floor with another dash up right.

cat2=To get this cat you must do 3x1 Overhang.
You must crouch climb in the bottom corner of 1 tile (and only for 1 frame).
In the next frame, just press in the direction where the 3 tile is (without pressing grab or jump).
Now in this next frame hold the jump button again to have a slow fall and achieve a cornerkick in the 3-tile corner.

cat3=To get the cat you must do a neutral spike climb.
With RCB (right+grab+jump), reset your subpixels to the top right corner. Then climb down for 3 frames.
From here do the following:
1st frame releases the wall.
2nd perform a neutral jump and maintain it until the end.
3rd frame press the RCB button only in this frame.
4th frame only maintain the jump until you reach the 9th frame.
9th frame make a neutral jump inside the spikes and maintain the jump until you reach the upper corner where you must climb over it.

cat4=For this cat it is necessary to have SPEEDRUNTOOLS mod.
When you have the scene state away from the trigger, position yourself under the feather. Perform a save state and then a load state right there.
Dash upwards and when you have the feather the trigger will pull you to the right (you won't be able to move).
Just when the feather touches the trigger space, hold up so the feather resumes its animation and you can have enough time to cross the spikes above.
Unfortunately I didn't find a way to avoid using speedruntools. I asked some tasers and another mod creator/helpers but didn't get any response.
I only understood one thing in the end and that is that not always by abusing glitches or bugs you will find a way for everything to work when the game itself was not designed for this.

cat5=To get this cat you need a 6 tile.
From the spawn near the left wall, climb until you reach the upper corner, jump and hold down the grab + down button until you touch the ground (you must have the subpixel up with 0.58)
On the floor press right for 1 frame to have the right subpixel at 0.22
With this setup in subpixels, do the following:
Jump crouching facing the left side and maintain the jump until the end.
Crouch jump for 6 frames.
7th frame hold grab + jump.
8th frame move to the right.
9th frame move left.
10th frame hold grab + jump.
After this frame hold the jump button and head towards the corner with 6 tiles to do a cornerkick.

cat6=Finally for this cat you must make the spinners and electricity load on the screen, then leave them off the screen far away and wait 118 hours.
After this time, 2/3 of them will not load and you will be able to pet the cat. It's really worth it.

poem_St_Va1_map_Alaska_B=Im free from this sh finally djskaldjaskd

St_Va1_map_Alaska_remix=Remix
St_Va1_map_Alaska_remix_artist= Various Artists

Inicio=Hello, this map contains the following:
100 rooms from the end on side A (101-200).
Each room is small except for a few, but only a couple of techniques are needed per room.
Like side A. It is recommended to use demo, jump inputs (2 minimum, I recommend 3), RCB and have some knowledge in TAS.
Each room has its help/explanation if necessary.
Fair warning: Some techniques are very weird/obscure and much more difficult than side A.
When I decided to separate my long map of 216 rooms into 3 sides (A, B and C), I wanted side A to be easy overall. That side B was the most difficult thing I could do and that side C is clearly impossible for me but possible for other people better than me.
With this I say goodbye to mapping for a long time. I hope you like it.
I thank Arti in advance, since without him this B-side would not be possible in all its rarity xD

jelly1=Stuck the Bowlfish mid air if you dream smuggle with jelly dream.
This gameplay with the Dreamjelly bug is only possible with version 1.19.3 of Communal Helper.
I maintain this section to honor tribute in his memory.

jelly2=You can throw the bowlfish between corners if you have enough free space.
This gameplay with the Dreamjelly bug is only possible with version 1.19.3 of Communal Helper.
Someday I will avenge you.

DreamJelly1=DreamJelly Bug V1
In memory of a bug where
we can place a bowl in the air
Until this bug was 
killed/patched by Communalhelper


DreamJelly2=DreamJelly Bug V2

Again was brutally
killed/patched
by communalhelper

Jumpt=This bug was killed
this time by
Max-helping-hand

8=8
14=14
21=21
gl=GL :3
181=Hola!
182=182
183=183
Previo=Wtf...

Cutscene=Meow :3

Cactus=PoorlyDrawnCactus
Bismuth=Bismuth
Yumm=Yumm
Guy=Guynamedpie
sfisghool=sfisghool
help
microlith57=microlith57
atpx8=atpx8
Snip=Snip
Avoid=Avoid T. Meadow
Pandora=Pandora
ZKB=ZKB