# -- names -- #
FLCC_0_Lobbies=Flusheline Collab
FLCC_0_Lobbies_0_Gym=Gym
FLCC_0_Lobbies_1_Lobby=Flusheline Collab Lobby

#FLCC_1_Lobby_Test_Lobby=Test Lobby
#FLCC_1_Lobby_Test_Lobby_author=by Test
#FLCC_1_Lobby_Test_Map=Test Map
#FLCC_1_Lobby_Test_Map_collabcredits=
#  Creator: Test

FLCC_1_Lobby_Agent_Wintry_Night=Wintry Night
FLCC_1_Lobby_Agent_Wintry_Night_collabcredits=
  Creator: Agent
FLCC_1_Lobby_Agent_Keyside_Agent= Dreamy Landscape
FLCC_1_Lobby_Agent_Keyside_Agent_collabcredits=
  Creator: Agent

FLCC_1_Lobby_Apple_Heart_Jank= Heart Jank
FLCC_1_Lobby_Apple_Heart_Jank_collabcredits=
  Creator: Apple
FLCC_1_Lobby_Apple_DifficultySpike= Difficulty Spike
FLCC_1_Lobby_Apple_DifficultySpike_collabcredits=
  Creator: Apple

FLCC_1_Lobby_Cabob_MagmaticTunnel=Magmatic Tunnel
FLCC_1_Lobby_Cabob_MagmaticTunnel_collabcredits=
  Creator: Cabob
  Music: The Messenger

FLCC_1_Lobby_DrIvanKO_Acropolis=acropolis
FLCC_1_Lobby_DrIvanKO_Acropolis_collabcredits=
  Creator: DrIvanKO
FLCC_1_Lobby_DrIvanKO_midnightcanyon=Midnight Canyon
FLCC_1_Lobby_DrIvanKO_midnightcanyon_collabcredits=
  Creator: DrIvanKO

FLCC_1_Lobby_EvanKrusher_Dord=Dord
FLCC_1_Lobby_EvanKrusher_Dord_collabcredits=
  Creator: EvanKrusher948

FLCC_1_Lobby_Hyperlife_flusheline_hyperlife_overgrown= The Overgrowth
FLCC_1_Lobby_Hyperlife_flusheline_hyperlife_overgrown_collabcredits=
  Creator: GodOfHyperlife

FLCC_1_Lobby_iamdadbod_0=NDSM
FLCC_1_Lobby_iamdadbod_0_collabcredits=
  Creator: Iamdadbod

FLCC_1_Lobby_Kunogi_StarDumb=Star Dumb
FLCC_1_Lobby_Kunogi_StarDumb_collabcredits=
  Creator: Kunogi
  Decoration: Yoshachobi7
FLCC_1_Lobby_Kunogi_SpikeParty=	Spike Party
FLCC_1_Lobby_Kunogi_SpikeParty_collabcredits=
  Creator: Kunogi
FLCC_1_Lobby_Kunogi_Getsuyuubyou=	Getsuyuubyou
FLCC_1_Lobby_Kunogi_Getsuyuubyou_collabcredits=
  Creator: Kunogi
  Music: Fatal Frame 4
FLCC_1_Lobby_Kunogi_YinJian=	Yin Jian
FLCC_1_Lobby_Kunogi_YinJian_collabcredits=
  Creator: Kunogi
FLCC_1_Lobby_Kunogi_DoubleTeam=	Double Team
FLCC_1_Lobby_Kunogi_DoubleTeam_collabcredits=
  Creator: Kunogi
FLCC_1_Lobby_Kunogi_Z_KeySide= Kunogi's Keyside
FLCC_1_Lobby_Kunogi_Z_KeySide_collabcredits=
  Creator: Kunogi

FLCC_1_Lobby_lilybeevee_translocation=Translocation
FLCC_1_Lobby_lilybeevee_translocation_collabcredits=
  Creator: lilybeevee

FLCC_1_Lobby_luma_lumaflc=Codependency
FLCC_1_Lobby_luma_lumaflc_collabcredits=
  Creator: luma

FLCC_1_Lobby_MacaroniBoi_GenericPlatformer=Generic Platformer
FLCC_1_Lobby_MacaroniBoi_GenericPlatformer_collabcredits=
  Creator: Macaroni Boi
FLCC_1_Lobby_MacaroniBoi_SIAN=Stuck In A Nightmare
FLCC_1_Lobby_MacaroniBoi_SIAN_collabcredits=
  Creator: Macaroni Boi
FLCC_1_Lobby_MacaroniBoi_Z_MacaroniKeyside=Macaroni Boi's Keyside
FLCC_1_Lobby_MacaroniBoi_Z_MacaroniKeyside_collabcredits=
  Creator: Macaroni Boi
FLCC_1_Lobby_MacaroniBoi_TechnicalDifficulties=Technical Difficulties
FLCC_1_Lobby_MacaroniBoi_TechnicalDifficulties_collabcredits=
  Creator: Macaroni Boi
FLCC_1_Lobby_MacaroniBoi_TOTS=Temple Of The Springs
FLCC_1_Lobby_MacaroniBoi_TOTS_collabcredits=
  Creator: Macaroni Boi
FLCC_1_Lobby_MacaroniBoi_UltraEasy=Geometrical Mayhem
FLCC_1_Lobby_MacaroniBoi_UltraEasy_collabcredits=
  Creator: Macaroni Boi
poem_FLCC_1_Lobby_MacaroniBoi_Z_MacaroniKeyside_A= piss water

FLCC_1_Lobby_Maki_SunriseTemple=Sunrise Temple
FLCC_1_Lobby_Maki_SunriseTemple_collabcredits=
  Creator: Maki
  Mapping Help: vitellary

FLCC_1_Lobby_Maxboi_aaaline=Space Aquarium
FLCC_1_Lobby_Maxboi_aaaline_collabcredits=
  Creator: Maxboi

FLCC_1_Lobby_OkNano_oknano=OkinaNo Metro
FLCC_1_Lobby_OkNano_oknano_collabcredits=
  Creator: OkNano
FLCC_1_Lobby_OkNano_oknano2=Cold Bod Fort
FLCC_1_Lobby_OkNano_oknano2_collabcredits=
  Creator: OkNano
  Camera Tweaking: Bissy
FLCC_1_Lobby_OkNano_oknano3=VIP Heck
FLCC_1_Lobby_OkNano_oknano3_collabcredits=
  Creator: OkNano
FLCC_1_Lobby_OkNano_oknano4=Storm Valley
FLCC_1_Lobby_OkNano_oknano4_collabcredits=
  Creator: OkNano
FLCC_1_Lobby_OkNano_oknano5=Not so Deep Blue
FLCC_1_Lobby_OkNano_oknano5_collabcredits=
  Creator: OkNano

FLCC_1_Lobby_Phant_Alternate=Alternate
FLCC_1_Lobby_Phant_Alternate_collabcredits=
  Creator: Phant

FLCC_1_Lobby_samuran_CosmicImbalance=Cosmic Imbalance
FLCC_1_Lobby_samuran_CosmicImbalance_collabcredits=
  Creator: Samuran

FLCC_1_Lobby_SpiritDragon_FLCCmap2=Spectroscopic Synapse
FLCC_1_Lobby_SpiritDragon_FLCCmap2_collabcredits=
  Creator: SpiritDragon
FLCC_1_Lobby_SpiritDragon_Elevator=Elevator
FLCC_1_Lobby_SpiritDragon_Elevator_collabcredits=
  Creator: SpiritDragon

FLCC_1_Lobby_thegur90_box_kaizo=Six Box Kaizo Rooms
FLCC_1_Lobby_thegur90_box_kaizo_collabcredits=
  Creator: TheGur90
  Decoration: Phant

FLCC_1_Lobby_tcookiem_VeridianSanctuary= Veridian Sanctuary
FLCC_1_Lobby_tcookiem_VeridianSanctuary_collabcredits=
  Creator: The_Cookie_Monster

FLCC_1_Lobby_TOBYAAA_cassette=Sync
FLCC_1_Lobby_TOBYAAA_cassette_collabcredits=
  Creator: tobyaaa
FLCC_1_Lobby_TOBYAAA_gun=Firepower
FLCC_1_Lobby_TOBYAAA_gun_collabcredits=
  Creator: tobyaaa
FLCC_1_Lobby_TOBYAAA_forest=Bumper Woods
FLCC_1_Lobby_TOBYAAA_forest_collabcredits=
  Creator: tobyaaa
FLCC_1_Lobby_TOBYAAA_puzzle=Forest of Fall
FLCC_1_Lobby_TOBYAAA_puzzle_collabcredits=
  Creator: tobyaaa
  Music: Baba Is You
FLCC_1_Lobby_TOBYAAA_orpheus=Look Here
FLCC_1_Lobby_TOBYAAA_orpheus_collabcredits=
  Creator: tobyaaa
FLCC_1_Lobby_TOBYAAA_Z_hs=tobyaaa's Keyside
FLCC_1_Lobby_TOBYAAA_Z_hs_collabcredits=
  Creator: tobyaaa
poem_FLCC_1_Lobby_TOBYAAA_Z_hs_A=Decrypt The Night

FLCC_1_Lobby_TODD_Chillout_Ridge=Chillout Ridge
FLCC_1_Lobby_TODD_Chillout_Ridge_collabcredits=
  Creator: Todd
  Decoration: OkNano

FLCC_1_Lobby_VITELLARY_Extro=Extro
FLCC_1_Lobby_VITELLARY_Extro_collabcredits=
  Creator: Vitellary
FLCC_1_Lobby_VITELLARY_Switch=Switch Case
FLCC_1_Lobby_Vitellary_Switch_collabcredits=
  Creator: Vitellary
FLCC_1_Lobby_VITELLARY_Obscurity=Block Abuse
FLCC_1_Lobby_VITELLARY_Obscurity_collabcredits=
  Creator: Vitellary
FLCC_1_Lobby_VITELLARY_NightCore=Nightcore
FLCC_1_Lobby_VITELLARY_NightCore_collabcredits=
  Creator: Vitellary
FLCC_1_Lobby_VITELLARY_MeteorShower=Meteor Shower
FLCC_1_Lobby_VITELLARY_MeteorShower_collabcredits=
  Creator: Vitellary
  Code: Catapillie

FLCC_1_Lobby_WIZARDOFWIT_sourceofwater=Source of the Water
FLCC_1_Lobby_WIZARDOFWIT_sourceofwater_collabcredits=
  Creator: Wizard Of Wit


FLCC_1_Lobby_WOOMII_dustbowl= Dustbowl
FLCC_1_Lobby_WOOMII_dustbowl_collabcredits=
  Creator: Glow Woomii
  Deco: Phant
  Art: Vitellary, Glow Woomii

FLCC_1_Lobby_WOOMII_forsakencliffs= Corrupt Domain
FLCC_1_Lobby_WOOMII_forsakencliffs_collabcredits=
  Creator: Glow Woomii
  Art: Glow Woomii (based on Super Cat Tales)
  Music: Dreamsbell

FLCC_1_Lobby_WOOMII_madelineisyou= Madeline Is You
FLCC_1_Lobby_WOOMII_madelineisyou_collabcredits=
  Creator: Glow Woomii
  Music: Hempuli (Baba Is You)
  Art: Hempuli, Hyperlife, Glow Woomii

FLCC_1_Lobby_yoshachobi7_flusheline1= The Silent Realm
FLCC_1_Lobby_yoshachobi7_flusheline1_collabcredits=
  Creator: Yoshachobi7

FLCC_1_Lobby_YOSHACHOBI7_flusheline2= Violet Depths
FLCC_1_Lobby_YOSHACHOBI7_flusheline2_collabcredits=
  Creator: Yoshachobi7

FLCC_1_Lobby_YOSHACHOBI7_flusheline3= Yoshachobi7's Keyside
FLCC_1_Lobby_YOSHACHOBI7_flusheline3_collabcredits=
  Creator: Yoshachobi7
poem_FLCC_1_Lobby_YOSHACHOBI7_flusheline3_A= Whispers of the Lost

flcc_tobyaaa_firepower_LOBBYWARNING=
{#e35858}Important notice!{\#}
This mod makes use of the mod "guneline". If you did not previously have guneline installed, you do now.
Guneline may automatically enable the gun. However, most maps in this collab do not use the gun, and maps aren't able to enable or disable it.
So, if guneline is enabled, we'll have to ask you to go into your mod options, scroll down until you find the guneline section, and set "Gun Enabled" to Off.
All maps using guneline will have signs similar to this one, asking you to reenable the gun.

#flcc_temp_message=something here describing the collab? idk
flcc_somethingdescribingthecollab=
[oshiro right normal] Welcome to the Flushel Inn!
Feel free to explore the rooms at your leisure.
Every room you can enter has a map; each map has a Big Key.
Your Big Keys tally how many maps you've beaten, but you shouldn't feel obligated to collect them all unless you really want to.
Despite there being no reward for Big Keys, a few mappers did create {~}keysides{/~}, which will only unlock when you beat all the maps by that mapper.


FLCC_Keyside_complete=Keyside Complete


# -- collab credits :p -- #
flcc_credits_lobby=
This collab's organizers and admins were Cayeo, Dabba, DeathKontrol, Etpio, Projecteer, The_Cookie_Monster, tobyaaa, Vitellary, Viv, and Wizard Of Wit.
This collab includes maps made by Agent007, Apple, Cabob, DrIvanKO, Evankrusher, Hyperlife, Iamdadbod, Kunogi, Lilybeevee, Macaroni Boi, Maki, Maxboi, oknano, Phant, Samuran, Spiritdragon, The_Cookie_Monster, TheGur90, tobyaaa, Todd, Vitellary, Wizard Of Wit, Glow Woomii, and Yoshachobi7.
In addition, quite a few additional people made maps which didn't make it in to the final collab.
Art for the collab was made by Dabba, Firma, Hyperlife, Mnstrman, nerferd_, Phant, SandAnth, Scroogle, tobyaaa, vitellary, and Glow Woomii.
Coding for the collab was done by Apple, Kunogi, Lilybeevee, Max480, Maya, tobyaaa and Vitellary.
Lilybeevee did a significant amount of work, and their role cannot be understated. Max480 was immensely helpful in the final stages of the collab.
This collab includes music from Super Cat Tales, Baba Is You, The Messenger, and Fatal Frame 4.
The lobby layout was created by tobyaaa and Va.
Map playtesting was done by quite a few people. These were:
Agent007, Apple, Raine, Banana23, Bred, Cabob, Caeyo, Clantis, Cubix, Dabba, Demure, DanTKO, DeathKontrol, Ecl1psed, Elly, Etpio, Gamation, Glow Woomii,
Griffin Vonkswalgo Person, Holly Magala, Jasuanti, Lily, Lilybeevee, Luna, Maki, Masrock9, Maxboi, Maya, Plitz, Poist, Projecteer, Quirren, Scroogle, Skqw, snowii, SouthR6, SpiritDragon, Teo, The_Cookie_Monster, TheYeeter49, TiltedGoose, tobyaaa, Va, valkyria, Vitellary, Wa11nuts, Wizard of Wit, XeloS, andYoshachobi7.
A few mappers requested external decoration. This was done by Mun, Phant, Wizard Of Wit, and Yoshachobi7.
The majority of the packaging, as well as the handling of the collab's final stages, was handled by tobyaaa.
Special thanks to Etpio, Goose, tobyaaa, Va, and others who kept the collab going when few others were active.










# -- gym!! -- #
#rip gym tbh
flcc_gym_test_name=Test

# beginner
flcc_gym_bunnyhop_name=Bunnyhop
flcc_gym_bunnyhop=The most efficient way to travel along the ground without dashing is called "bunnyhopping".
If you repeatedly do short hops, you can conserve speed better than just walking.
Additionally, since each jump gives the player a bit of speed, it is faster to bunnyhop in completely dashless scenarios.
flcc_gym_dreamtech_name=Dream Jump / Dream Grab
flcc_gym_dreamgrab=If you hold grab and the direction towards the space jam as you exit it, then you will grab onto the side, cancelling your speed.
flcc_gym_dreamjump=If you time a jump as {+MADELINE} exits the space jam, she will jump out of it, preserving her dash.
flcc_gym_walking_name=Walking
flcc_gym_walking=If you press left or right, {+MADELINE} will begin walking in that direction.
This also works in the air to affect your momentum.
flcc_gym_fastbubble_name=Fast Bubble
flcc_gym_fastbubble=Pressing the dash button while inside any bubble will make it launch immediately, making bubbling faster.
You must fastbubble to make it to the right side quick enough. Additionally, the second bubble will kill you if you don't fastbubble.
flcc_gym_heldbounce_name=Held Bounce
flcc_gym_heldbounce=If you hold jump when {+MADELINE} bounces off of an iceball, she will bounce higher than usual.
This also works for snowballs, Oshiro, Seekers, pufferfish, and other modded bounce-able objects.
flcc_gym_waterdashing_name=Water Dashing
flcc_gym_waterdashing=If a dash starts while in water, it will not take away from your dash count.
This allows you to get a bit more height than if you jump from the water by dashing upwards twice instead.

# intermediate
flcc_gym_wavedash_name=Wavedash
flcc_gym_wavedash=Jump into the air, then do a down-diagonal dash, followed by another jump. This gives you a much faster and shorter jump while giving you your dash back. This technique is called a "wavedash".
flcc_gym_hyper_name=Hyper
flcc_gym_hyper1=Dash down-diagonally into the floor, then jump after. This gives you a much faster and shorter jump called a "hyperdash", usually shortened to just "hyper".
flcc_gym_hyper2=If you delay your jump input to happen a bit after you dash, you will get the jump, and get your dash back from the ground too.
This is called an "extended hyper".{n}Usually if something says it requires hypering, it will also require this.
flcc_gym_super_name=Super
flcc_gym_super1=Dash left or right, then jump. This gives you a faster jump, called a "superdash", usually shortened to "super".
flcc_gym_super2=If you delay your jump input a bit, then you will get the faster jump while also getting your dash back from the ground.
This is called an "extended super".{n}Usually if something says it requires supering, it will also require this.
flcc_gym_wallbounce_name=Wallbounce
flcc_gym_wallbounce1=Dash upwards, then do a walljump. This gives you a walljump that is faster and taller than a normal walljump, called a "wallbounce".
flcc_gym_wallbounce2=If you delay your walljump, you can get the most height out of the wallbounce by letting the dash take you up higher first.
flcc_gym_throwhover_name=Throw Hover
flcc_gym_throwhover=Throw Theo / the jellyfish at the wall, then dash up and grab it again after it bounces back. This will give you an upwards boost when you regrab it.
If you delay your grab to be at the height of your dash, you can get more height.
flcc_gym_throwdiagonal=Throw Theo / the jellyfish, then dash up-diagonally to grab it again. This will give you a boost when you regrab it.
flcc_gym_fastfall_name=Fast Fall
flcc_gym_fastfall=Holding down while you are falling will make you fall faster. Use this to fall fast enough to avoid the switch gate.

# advanced
flcc_gym_neutral_name=Neutral Jump
flcc_gym_neutral=If you perform a walljump while not holding left or right, then your jump will send you less far away from the wall, and you will have control over your speed.
You can use this to go back to the wall after doing this, which will allow you to gain height without grabjumping and consuming stamina.
This process is called "neutralling".
flcc_gym_reverse_name=Reverse Hyper / Super
flcc_gym_reverse=When performing a hyper or super, if you hold the opposite direction you dashed in when you jumped, your jump will go in that direction.
This is called a "reverse hyper" / "reverse super".
flcc_gym_midairsuper_name=Midair Super
flcc_gym_midairsuper=Similar to a wavedash, you can start a left or right dash midair while beside a floor, and jumping off of this floor will perform a super.
flcc_gym_fishboost_name=Pufferfish Boost
flcc_gym_fishboost=When getting boosted from a pufferfish, holding in the direction you will be boosted will make the speedboost bigger.
Usually maps will allow you to dash into it, as it makes it easier to hold the direction, but it isn't necessary.
flcc_gym_crouchjump_name=Crouch Jump
flcc_gym_crouchjump=If {+MADELINE} is ducking, she will not stop ducking as long as she is not moving downwards.
You can use her smaller hitbox in higher places with this: if you climbjump up a wall while she is ducking, she will not unduck.
flcc_gym_comfy={+MADELINE} is comfy.
flcc_gym_cassetteboost_name=Cassette Boost
flcc_gym_cassetteboost=When a cassette block spawns, it moves upwards slightly. This upwards movement is enough to give {+MADELINE} a boost, if you time a jump off of it as soon as it spawns.
flcc_gym_cloudstuff_name=Cloud Jumps
flcc_gym_cloudstuff=If a cloud has spikes under it, you can perform a short hop immediately after landing on it to avoid the spikes, and land back on the cloud on its way back up.
You can also midair super or wavedash off of them. Note that none of this works for fragile clouds, as they disappear the instant you jump off of them.

# expert
flcc_gym_ultra_name=Ultra
flcc_gym_ultra=When {+MADELINE} dashes, she preserves any horizontal speed she had. This speed is lost when the dash ends if the dash was horizontal or up-diagonal.
However, if the dash is down-diagonal, she does not lose her speed when the dash ends, as long as she hasn't touched the ground before the dash ends.
Additionally, when she lands after doing a down-diagonal dash, her speed gets multiplied by 1\.2.
Doing a down-diagonal dash at high speeds, landing, then jumping after the speed multiplication, is called an "ultra".
Normally, ultras are performed immediately after a hyper. This is what this tutorial expects you to do.
flcc_gym_dreamhyper_name=Dream Hyper
flcc_gym_dreamhyper=When you exit space jam, the game freezes and you get coyote frames. Coyote frames means the game still considers {+MADELINE} to be grounded while she is airborne.
If you input a down-diagonal dash while you have coyote frames, then jump on the very first frame of the dash, you can perform a hyper in the air.
The jump input needs to be on the first frame of the dash because {+MADELINE} cannot jump if she is moving downwards in the air while dashing.
Fortunately, the game freezes when you exit the space jam and when you dash, which gives you time to buffer your inputs.
Buffering means you can press an input early (specifically, 4 frames early) and the game will still accept it when you're able to use it.
flcc_gym_jellyvator_name=Jellyvator / Theovator
flcc_gym_jellyvator=While holding something in the air, hold down and let go of grab to drop the object, then dash up and regrab it.
This is called a "jellyvator" or "Theovator", and it will give you a vertical boost.
If you delay the regrab input to grab the object at its top, you will get more height, as the dash gets interrupted later.
flcc_gym_theo_not_held=You're supposed to bring Theo with you.
flcc_gym_hyperbhop_name=Hyper Bunnyhop
flcc_gym_hyperbhop=If you input a short jump when hypering, followed by a normal jump when you land, you will get a full height jump at slightly less than the speed of a hyper.
This is called a "hyper bunnyhop", usually shortened to "hyper bhop".
flcc_gym_bumperboost_name=Bumper Boost
flcc_gym_bumperboost=When getting launched horizontally by a bumper, holding in the direction you get launched will make the speedboost bigger.
Maps will usually set this up by allowing you to move into the bumper without holding the direction towards it.
The most common setup is having the player dash into it, as you can hold in the opposite direction of the dash after starting it, without losing speed.
flcc_gym_5jump_name=5-Jump
flcc_gym_5jump={+MADELINE} is not able to climb up to the highest position on a wall if there are spikes on it. However, this position is still able to be grabjumped off of with the right approach.
If you jump upwards, then as you fall back down, jump again, you will be able to jump from the highest point on a wall.
This tech is called a "5-jump" because it allows you to jump over 5 tile wide spikes, whereas a normal jump does not, though it has uses outside of that too.
flcc_gym_doubleboost_name=Double Block Boost
flcc_gym_doubleboost=When a block stops moving, or {+MADELINE} stops touching the block, there is a 10 frame (1/6th of a second) window where she can still get a boost from the block.
This timer doesn't get reset by anything, including getting the boost, and the boost affects both jumping and dashing.
This means that you can jump off of a moving block to get one boost, then dash quickly before the boost timer ends to get another boost.
This is called a "double block boost".
Hypering off a moving block then quickly dashing downright can result in a lot of speed. This is what this tutorial expects you to do.

# grandmaster
flcc_gym_chainultra_name=Chain Ultra
flcc_gym_chainultra=Going into more detail about ultras:
You can chain ultras an infinite amount of times given the space. The sooner you dash after jumping, the more speed you'll preserve, since you don't lose speed while inside a dash.
If you input jump too early, it is possible to not get an ultra boost from landing. This is because sometimes when {+MADELINE} moves downwards, she moves into the pixel just above the floor instead of moving into it.
It is possible to jump from this position, but it does not count as colliding with the floor yet, so she has not gotten the boost.
flcc_gym_corehyper_name=Core Hyper
flcc_gym_corehyper=When a bounce block breaks, {+MADELINE} gets coyote frames, meaning the game considers her to be on the ground while she is airborne.
If you dash down-diagonally immediately when the block breaks, then jump on the first frame of the dash, you will perform a hyper.
This hyper will also be boosted by the bounce block, giving you lots of vertical and horizontal speed. This is called a "core hyper".
Alternatively, you can dash left or right, and perform a "core super", which sends you higher but not as fast.
flcc_gym_gultragrab_name=Grounded Ultra
flcc_gym_gultragrab=When {+MADELINE} collides with the ground during a down-diagonal dash, she gets a 1\.2x speed multiplication.
Normally, when moving at high speeds, the down-diagonal dash is delayed until she has left the ledge, as to not collide with ground before the dash ends so you can do an ultra.
However, if you don't delay the dash, and do it instantly while on or just above the ground, you get more speed (because you performed the dash before you lost more speed), but this speed will be lost when the dash ends.
This is called a "grounded ultra", sometimes shortened to "gultra". Repeating these on the ground is the fastest way to traverse flat ground.
If you interrupt a grounded ultra somehow, you do not lose your speed since the processes that occur at the end of a dash will not occur. For example, when you grab a holdable object, your dash is interrupted.
flcc_gym_lavawallbounce_name=Lava Wallbounce
flcc_gym_lavawallbounce=Lava barriers have 2 hitboxes: one that kills {+MADELINE} on contact, and a solid one to prevent going through with invincibility. Both hitboxes are always active, which allows for certain tricks to be done.
If you dash upwards while close to the lava, you can get a wallbounce off of the solid hitbox. There is a 3 pixel window horizontally that you can jump off of. This works the same for ice barriers too.
flcc_gym_demodash_name=Demodash
flcc_gym_demodash=When {+MADELINE} dashes, there are 3 freeze frames after. The direction she dashes is determined by what direction is being inputted when the dash ends, not when it begins.
However, if the dash is in a downwards direction, she will duck immediately when the dash starts. Finally, {+MADELINE} keeps her ducking state while airborne as long as she is not moving downwards.
This all means that, if you start a dash while holding down, then release down before the dash's freeze frames end, {+MADELINE} will dash forward instead of downwards, while keeping a smaller hitbox from ducking.
This smaller hitbox allows for her to fit through gaps that may be too big to fit through otherwise. This trick is called a "demodash", or sometimes "demo".
An example of such a gap is the space between 2 spinners. If spinners are placed on a grid like normal, then the vertical gap between 2 spinners is 4 pixels, which is exactly how tall {+MADELINE}'s ducking hitbox is.
flcc_gym_demohyper_name=Demohyper
flcc_gym_demohyper=The conditions for a hyper to occur is that {+MADELINE} must be in a state that she is allowed to jump out of, she must be dashing, and she must have a crouched hitbox.
This means that performing a demodash onto ground then jumping will give her a hyperdash instead of a super.
flcc_gym_spiketech_name=Spike Tech
flcc_gym_spiketech=This room is dedicated to several different techs involving spikes.
An important thing fact about spikes that makes most of these possible: they will not kill you if you are moving in the same direction they are facing.
Try walking through these spikes here. Notice that if you stop moving, you will die.
flcc_gym_cornerkick_name=Cornerkick
flcc_gym_cornerkick=If you approach a corner with spikes on its side from below, then when you get beside the wall, you will not die to the spikes, and you can jump off of the wall.
This tech is called a "cornerkick", or sometimes "coffee jump", referring to the fact that this is used to get the Forsaken City dashless berry.
You can also approach the corner from a dash, and it works the same way.
flcc_gym_windspikejump_name=Wind Spike Jump
flcc_gym_windspikejump=As stated earlier, spikes won't kill you when you are moving in the direction they are facing. This is based solely on {+MADELINE}'s speed, but there are things that can affect her position without changing her speed.
One example of this is wind. Let's say you're walking to the right at default speed. {+MADELINE} will have 90 horizontal speed (positive speed goes to the right, and negative to the left) as a result.
If wind starts pushing her to the right, her speed remains the same (still 90), but her position is affected.
This means that if you are moving away from a spike, and wind pushes you into it, you will still not die to the spike. This allows you to scale walls that have spikes on them if there is wind present.
This is easier the stronger the wind is, because stronger wind can push {+MADELINE} into spikes while she's moving away easier.
If the wind is not strong enough to push her at her full default speed, you will need to let go of the direction to allow the wind to push you, then start moving away before you touch the spikes; since it takes time for {+MADELINE} to reach full speed, this means you will still be pushed by the wind for a bit when you start moving.
flcc_gym_cornerspikejump_name=Corner Spike Jump
flcc_gym_cornerspikejump1={+MADELINE}'s hitbox is complicated. She actually has 2 hitboxes, as illustrated here:
The {# ff0000}red{#} hitbox is used to check solid collision, while the {# 00ff00}green{#} hitbox is used to check interaction with entities, such as refills or spikes.
The spikes here have been lowered 1 pixel; you walk across them and not die to them, as only your red hitbox touches them. Try it out.
flcc_gym_cornerspikejump2=Now, notice how these spikes' hitboxes cover the wall that they are on. While your green hitbox will die to these, your red one won't, and what's important to note here is that your red hitbox is what checks to see whether you are able to walljump or not.
This means that it is possible to walljump off of a corner that is covered in spikes, as your red hitbox will be beside the wall while your green hitbox above it, avoiding the spikes.
flcc_gym_spikedwallbounce_name=Spiked Wallbounce
flcc_gym_spikedwallbounce=When you dash, there are 5 frames after the dash ends where {+MADELINE} is able to move freely, but the effects of her dash, such as hitting a dash block or the ability to wallbounce, still last.
If you dash upwards while a distance below spikes, then, as your dash ends, begin moving in the direction the spikes are facing, you will not die to the spikes, and you will be able to perform a wallbounce off of the wall the spikes are on.
flcc_gym_bubblehyper_name=Bubble Hyper
flcc_gym_bubblehyper=If you enter a bubble while on the ground, {+MADELINE} will keep her coyote frames, which means the game considers her to be on the ground while she is airborne for a short amount of time.
This means, if you dash down-diagonally inside the bubble while having coyote frames, and jump on the very first frame of the dash, you will perform a hyper from inside the bubble, without needing to be on solid ground.
This is called a "bubble hyper".
The jump needs to be on the first frame, as {+MADELINE} cannot hyper if she is moving downwards while dashing and airborne.
Additionally, you must not have a ducking hitbox when entering the bubble. If {+MADELINE} is ducking when she dashes, her dash is guaranteed to not be ducking, and because the criteria for performing a hyper is being considered on ground while ducking and dashing, this means you will not get a hyper.
flcc_gym_bubblesuper_name=Bubble Super
flcc_gym_bubblesuper=Similarly, if you just dash horizontally, and jump quickly, you can perform a bubble super instead.
Since you aren't moving downwards from the dash, the jump does not need to be on the first frame, but it still needs to be inputted before coyote frames run out.
Something to note is that, since it is not possible to begin ducking while inside a red bubble, you are only able to bubble super out of them.
flcc_gym_wallboost_name=Wallboost
flcc_gym_wallboost=If you grabjump without holding left or right, then turn away from the wall before the jump ends, it will give back the stamina you consumed from the jump, and directly change your speed to be ~125 (slightly less than the speed of a normal walljump) in the direction you're facing.
This is done to allow leniency if a player meant to do a walljump away from the wall instead of jumping upwards, but it can be abused to climb up narrow passages without consuming much stamina and without neutralling.
It can also be used to immediately cause a speed change midair, as the direct change to {+MADELINE}'s speed occurs no matter what her current speed is.
flcc_gym_cornerboost_name=Cornerboost
flcc_gym_cornerboost=If you dash into the corner of a wall, hold grab, and perform a grabjump, you will interrupt the dash, preserving your speed and giving you a slight speed boost.
This is often referred to as a "cornerboost", though cornerboost really just refers to getting a speedboost when grabjumping a wall in general.
The dash is not required, but it makes it easier and more applicable.

# fuck
flcc_gym_dashlesscb_name=Dashless Cornerboost
flcc_gym_dashlesscb=The conditions to perform a grabjump (and, more importantly, a cornerboost) are very specific. A cornerboost in this context refers to when {+MADELINE} gets a grabjump without holding the wall first, which gives her a +40 speedboost.
If {+MADELINE} is moving down, then she needs to be exactly 2 pixels away from the wall to be able to perform a cornerboost. If she is closer, then she needs to grab the wall first before being able to jump, which resets her speed and will activate the solid if it's an entity that activates upon grab (like a zip mover, or a core block).
However, if she is moving upwards, then she cannot grab onto a wall, which means that she can perform a cornerboost as long as she is 2 pixels or less from the wall. This is also true if she is dashing, even if the dash is moving downwards.
Note that if you have collided with the wall, you will not get the +40 speedboost from the cornerboost.
It is possible to clear a 6-tile-wide row of spikes dashless if you perform a cornerboost while moving at full default speed (90 speed). Getting a dashless cornerboost while moving downwards like this is sometimes called a "6-jump" as a result.
6-jumps are pixel perfect horizontally (as you need to be exactly 2 pixels away, as mentioned earlier), and will only work if you are at the top of the wall.
flcc_gym_delayedultra_name=Delayed Ultra
flcc_gym_delayedultra=The conditions for getting an ultra boost when you land are as follows:
1] Your last dash must have been a downleft or downright dash.{n}2] Your last dash has either ended or has been interrupted.{n}3] You have not yet touched the floor.
You can abuse this to perform ultras in unusual ways. If you interrupt a downdiagonal dash with a grabjump, for example, then when you land, you will get the ultra boost, as you meet all of the previous conditions stated.
This is called a "delayed ultra". This is often used in TASes to gain lots of speed on relatively flat / rising ground.
flcc_gym_lavaneutral_name=Lava Neutral
flcc_gym_lavaneutral=The distance that lava's hurtbox extends beyond its solid hitbox is 2 pixels, which is exactly enough to allow players to perform neutrals and climb up it.
Setupless lava neutrals can be performed consistently by letting go of the direction before you get too close to the lava.
{+MADELINE}'s full default movement speed moves her at 1.5 pixels per frame, which means she alternates between moving 1 and 2 pixels every frame. Due to this, if she approaches lava at full speed, there is a 50% chance that she will skip the pixel that she can walljump on, and die.
However, slowing down reduces this chance, as she will start moving at closer to 1 pixel per frame, making it less likely or even impossible to skip the pixel position you can jump off of. Buffering the jump input as you get close can make it very likely to get the jump.
Note that this doesn't work for lava grabjumps. The grabjump is considered a cornerboost because you don't grab the wall before jumping, which means that your speed is not reset when you grabjump. Thus, it is very likely you will have leftover speed when you perform the grabjump, which can kill you.
flcc_gym_ceilingpop_name=Ceiling Pop
flcc_gym_ceilingpop=If you grab a wall while moving down, the game will rapidly bring your vertical speed to 0 (in other words, not moving vertically) to try to keep the player on the wall.
However, with proper positioning, it is possible for {+MADELINE} to go below the wall while still being considered to be in the grabbing state for one frame before the game corrects this by moving her back up.
If you perform a grabjump on this frame that you are below the wall, you will jump underneath the ceiling. This is called a "ceiling pop".
flcc_gym_reversecb_name=Reverse Cornerboost
flcc_gym_reversecb=When you perform a walljump without grabbing, your speed is set to 130 in the direction away from the wall. This will always happen regardless of what state {+MADELINE} is in.
However, a grabjump simply adds or subtracts 40 from your current speed. It is possible to perform a grabjump on a wall you are moving away from, and if you have 170 (approximately the speed of a normal diagonal dash) or more speed, then doing this will preserve more speed than a walljump.
It is important to hold the direction towards the wall as you perform the grabjump. If you hold away from it, or are not facing the wall, then you will perform a walljump instead. If you are facing it but hold neither direction, then when you turn around, you will wallboost, which sets your speed to ~125.
Additionally, you should turn around as quickly as possible after the dash. This is because you lose speed less if you are holding in the direction you are moving.
flcc_gym_updemo_name=Updemo
flcc_gym_updemo=It is possible to demodash in all directions, not just horizontally. If you perform a demodash input, but hold up as the freeze frames end, you will demodash upwards. This also works for updiagonal dashes.
If you enter a bubble with a ducked hitbox, you will be 2 pixels higher up than if you enter without a ducked hitbox. Use updemos and updiagdemos to get into the bubbles with a ducked hitbox in order to be high enough to survive the spinners.
flcc_gym_dreamdouble_name=Dream Double Jump
flcc_gym_dreamdouble=If you buffer a jump when exiting space jam, then it will not consume your coyote frames. This means that after jumping out of space jam, it is possible to jump again before your coyote frames run out, giving you 2 speed boosts.
This results in a full height jump that is slightly less fast than a hyper, while also preserving your dash.
flcc_gym_wallbouncecancel_name=Wallbounce Cancel
flcc_gym_wallbouncecancel=When you jump, there's a timer that counts how long the jump can be held. A normal jump's timer is 12 frames (1/5th of a second), and a wallbounce's timer is 14 frames.
This timer still applies even if the jump is interrupted. A dash lasts 12 frames (not counting freeze frames), which means if you interrupt a wallbounce by dashing immediately after (within 2 frames of the jump), then when the dash ends, this timer will still be in effect.
This results in an upwards boost when the dash ends, as the game will consider the jump to still be going, setting your vertical speed to the jump speed.
It is important to input the wallbounce after your dash has ended. This is because when you dash, there is a timer that prevents you from dashing again until your dash ends, but this timer is not interrupted by cancelling the dash.
This means wallbouncing before this timer is over will prevent you from being able to dash again quick enough to cancel the wallbounce.
flcc_gym_backboost_name=Backboost
flcc_gym_backboost=When you throw a jellyfish, it affects your speed in the opposite direction that you throw it. Normally you throw it forwards, and it slows you down.
However, if you turn around before throwing it, then it will effectively give you a speed boost. This is called a "jelly backboost", or just "backboost". This applies to all holdable entities.
In order to keep the most speed, you should turn around very quickly, throw the object, then turn forward again quickly. This is because holding in the direction you are moving makes you lose less speed.

# -- creator dialog --


#Agent
flcc_Agent_AgentIntroduction= This key-side features finished and unfinished level ideas for FLCC made by Agent
FLCC_Agent007_Wintrynight_1= 

[FLUSHELINE left talk] 

No

# Cabob
FLCC_Cabob_Comfy1=[MADELINE left normal] Comfy! 
[MADELINE left upset] But my hair's on fire.

FLCC_Cabob_Secretend=
[MADELINE left upset]
...
Porcupine.

#Cookie
flcc_tcookiem_flusheline= {~}:flusheline:{/~}

# DrIvanKO
flcc_drivanko_no= Why did you do this
flcc_drivanko_herewegoagain= You thought this was a troll{1,5}, BUT IT WAS I, {1,0}DIO
FLCC_crouch_jump=Crouch Jump

# EvanKrusher948
flcc_EvanKrusher948_Dordsign=do not enter the cave

#Hyperlife
FLCC_hyperlife_overgrowth_mural=[MADELINE left distracted] {##f94a4a}Employee 9176{#}...
[MADELINE left surprised]But that's ME!
[MADELINE left distracted]Or at least, it was... before this place closed down...


#kunogi
	flcc_Kunogi_Alarm= Getsuyuubyou can be transmitted through sight.{n}If you look at a bloomed face, you will bloom.
	flcc_Kunogi_RedEye= Those blood red eyes are scary.{n}They try to kill me when they are stared at.{n}Why? I have no interest in them at all.
	poem_FLCC_1_Lobby_Kunogi_Z_KeySide_A=	Hug


#lilybeevee
flcc_lilybeevee_comfy=[MADELINE right normal] help

#macaroni boi
flcc_macaboi_sorry= Sorry for disappearing for over a year.
flcc_macaboi_comfy=
[MADELINE left normal]
Comfy.

[MADELINE left normal]
.{0.5}.{0.5}.{0.5}

[MADELINE left sad]
Why did i do this?

# Maki
FLCC_MAKI_COMFY=
[MADELINE left normal]
Comfy!

FLCC_MAKI_HOW=
[MADELINE left surprised]
H-How did I get here?

FLCC_MAKI_THANKS=
[MADELINE left normal]
Hey! Thanks for playing my map! <3

FLCC_MAKI_ILY=
[MADELINE left normal]
Ily~ <3

FLCC_MAKI_ILY_2=
[MADELINE left normal]
Big heart just for Scroogle because he playtested it a bunch~ Thank you~ <3

FLCC_MAKI_SPECIAL_COMFY=
[MADELINE left normal]
Special comfy spot for dabba, im sowwy~ pwease fowgive me~

FLCC_MAKI_BIRDS=
[MADELINE left normal]
Aww.. the birds flew away.. they were so cute!

FLCC_MAKI_PATPAT=
[MADELINE left normal]
patpatpatpatpatpatpat... cutie bird... patpatpatpat...

FLCC_MAKI_INVISIBLE=
[MADELINE left normal]
Comfy! Wait... where am I?

FLCC_MAKI_WTF=
[MADELINE left normal]
Comfy! But how the heck did you find this? Did you use hitboxes? Did someone tell you it was here? This comfy spot is surrounded by invisible barriers... They're invisible.

FLCC_MAKI_UNCOMFY=
[MADELINE left angry]
This spot is totally uncomfortable. My head is scraping against the ceiling and my legs are getting cramps from holding them against my stomach. I hate this.

FLCC_MAKI_SKELETON=
[MADELINE left surprised]
Wh-Wha..

FLCC_MAKI_MOON=
[MADELINE left normal]
the moon creatures are gay

FLCC_MAKI_TUTORIAL_FAST_BUBBLE=
Fast Bubble

FLCC_MAKI_BIRB_LOVE=
Birb love u too <3

#maxboi


MaxBoi_Flusheline_PufferBoost= Puffer Boost

MaxBoi_SpaceAq_S1= There's a torn page on the ground. {n} It reads:
This doesn't look like the moon. I still don't believe it is the moon.
But it is. Command wants to hide the fact that they dont know why it turned blue, so they sent us to figure it out before their cover stories start to seem fake.
Folks are panicking out there. Thinking about what else the government might be hiding. One more lie won't help.
They only sent a crew of 3, Charlie, Brian and me. Knowing Command they would've sent more people, but I guess even we aren't free from secrets.
Guess they focused more on containing the people, heh.

MaxBoi_SpaceAq_S2= There's a torn page on the ground. {n} It reads:
The moon didnt just change color, thats for sure. The landscape could be considered more, mountainy?
I'm trying to remember the correct term for it. Brian claims he saw a fish floating around here, but nobody believes him, since there is nothing where he claims the fish was.
The surface feels kind of... wet? As if someone took the surface moon and added water to it.
That should be impossible, since the absorption rate of any material found in the moons surface is way too low to cause something like this.
And also, there isn't enough water on the moon. That's enough for the first day on the moon, I'm going to sleep.

MaxBoi_SpaceAq_S3= There's a torn page on the ground. {n} It reads:
Day 2: Brian was goddamn right. We've found lots of fish flying around here, and they look like oranges.
They inhale... something to grow bigger when you get close, and even explode if you get even closer.
This shouldn't be possible...
...
Charlie just came back. He said he found a temple.
I hope Command knows how to hide a civilization.
What else are we gonna find inside there?

MaxBoi_SpaceAq_S4= There's a torn page on the ground. {n} It reads: 
Just came back from the temple, we're planning an exploration mission tomorrow. 
Didn't really go too far in, since we're pretty tired.
No signs of life so far, which is good for Command.
That's our last day here, since we only have supplies for 4 days.
There's lots of water and fish in the temple, it looks huge and goes underground.
I think I saw a statue inside of someone crying? Not sure.
I'm going to bring this with me so I can write down everything that I see.

MaxBoi_SpaceAq_Mountain= [MADELINE sad left] This place... it makes me feel like I'm on Celeste Mountain again...

MaxBoi_SpaceAq_S5= There's a torn page on the ground. {n} It reads:
I can't fucking believe this. I really can't...
I decided to try and decypher the puzzle on the wall I saw.
And I apparently fucking solved it. Sadly that wasn't a good thing.
The floor literally just dissapeared, and I fell and broke my leg.
Charlie and Brian can't get me out of here. They don't have the equipment.
They'll have to go back without me.
At least I see the cause of the moon turning blue. Or I think it is.
It's a... blue heart? I would say it's the core of the moon, but I really ain't that far deep in the temple.
The heart is leaking water though.
...
Command said if we didn't get this job done, they'd send... {~}it{/~}.
Just looking at that thing scares me, and anyone who looks it up in the database never seems quite the same.

MaxBoi_Flusheline_Demo= The end! No heart for you

MaxBoi_Lore_1= Do you really wish to remember?
You comitted an unspeakable crime
and instead of being doomed to repeat
They took you as a lab rat



#spiritdragon
FLCC_SPIRITDRAGON_spinorbs=Spin Orbs

# Todd
TUTORIAL_flcc_todd_bubbledemohyper=Bubble Demohyper

TUTORIAL_flcc_todd_bubbleupdemo=Bubble Updemo

TUTORIAL_flcc_todd_zoom=zoom

flcc_todd_comf=[MADELINE right normal] Comfy!


#tobyaaa

flcc_tobyaaa_mapusesguneline=
This map makes use of guneline. Please enable the gun in your mod options for the duration of this map.

flcc_tobyaaa_keysideguneline=
This keyside room uses guneline. Please enable the gun in your mod options for this room (or at least, make sure not to use it in other rooms!)
flcc_tobyaaa_bumperwoods_comftaken=
[madeline right normal] This spot seems pretty comfy!
[madeline right distracted] Looks like it's already taken though...

flcc_tobyaaa_bumperwoods_moveover=
[madeline right upset] Could you move over?
There's definitely space here for both of us.
...

flcc_tobyaaa_forestoffall_cheeky=
clever, aren't you? Going over does work but it won't be helpful.

flcc_tobyaaa_forestoffall_puzzletips=
Hey nerd, absolute idiot, failure of a "mapmaker", everyone hates the fuckin techspam gameplay and yuo suck and your maps suck too!
the obvious solution here, is to make a puzzle map because everyone hates your repetitive ugly-ass maps (stupid nerd):gladeline:
Nano's Original Puzzle Map-Making Tips:
1. no deco allowed, this works because people will be too distracted by deco, meaning the map can look as ugly as possible and noone can complain because they're wrong
2. puzzles :thinkeline:: obviously, the player shouldn't immediatly know what to do, heres the puzzle aspect, so you'll have to make the map as unreadable as possible in every aspect 
3. dont bother with playtesters, those nerds may leak the puzzle's solutions to the other, dumber nerds, who needs their "feedback" anyways? I dont
4. accept and embrace that your puzzle design is perfect in every aspect and anyone who says otherwise is jealous
its this easy ladies and gentlemen, after applying these epic tips in your epic puzzlemap, you will be praised for your coolness, Bissy will weep because turns out, you are much better at mapping than he is (yeah bissy is a huge nerd dumbbass bicht idiot :dabeline:)
5. @tobyaaa#7052


flcc_tobyaaa_heartsidegunroom=(this room requires the gun)
flcc_tobyaaa_gunonkeyboard=Non-dashless gun movement on keyboard+mouse

flcc_tobyaaa_keyside_rev_jellyescalator=
I kept getting too much speed to regrab the jelly in HotS room 5 and got really salty so I made this.
This is a reverse jelly regrab. What does it have to do with my maps? Not much, but it's neat.
You throw the jelly forward, then dash updiagonal left (in this case) to regrab it, because you have too much speed otherwise and overshoot.


flcc_tobyaaa_keyside_ultra=while most tech combined with facing blocks is pretty intuitive, ultras have an extra step:
Jumping off the block while facing the wrong way will cancel your speed, so turn back around before jumping and jump using coyote frames.

flcc_tobyaaa_frickthing=
handy with the debug map, I see! Well, have fun.
Though you should know I scrapped this for a reason; I was only rarely able to get past the second ice floor. Made the rest too hard to test.
I guess you can make the goal of this room just getting that far (with significant speed of course).

# Vitellary
flcc_vitellary_car1=Boost

flcc_vitellary_car2=Exit car

flcc_vitellary_gaymooncreatures=[MADELINE left normal] the moon creatures are gay

flcc_vitellary_meteorhelp=[MADELINE right panicline] help
flcc_vitellary_meteorcomfy=[MADELINE right peaceful] ...

# Wizard Of Wit
flcc_wizardofwit_waterhere=
[Madeline left sad]
I don't remember this much water below the mountain..

flcc_wizardofwit_waterabove=
[Madeline left distracted]
Is something wrong here?

flcc_wizardofwit_dampcomfy=
[Madeline left sadder]
This is too damp to be comfy

flcc_wizardofwit_waterrising=
[Madeline left distracted]
I think I'm safe here.
[Madeline left peaceful]
{~}...{/~}
[Madeline left sad]
Right?


flcc_wizardofwit_waterrising2=
[Madeline left sad]
Oh no.


flcc_wizardofwit_waterrising3=
[Madeline left surprised]
Aargh!

flcc_wizardofwit_waterend=
[Madeline left distracted]
Where am I?
[Madeline left distracted]
...
[Madeline left surprised]
I'm in a sewer!
[Madeline left upset]
That means I've been swimming in sewer water this whole time!

flcc_wizardofwit_note1=
A note is attatched to the pole:
Let this be a sign that none shall oppress us nor resist us
Your only hope has been terminated
Long live the- The word that was here has been replaced with quite a rude one.


#woomii
flcc_glowwoomii_corruptdomain_brontus=
hey im brontus super cat tales from the cat-themed platformer super cat tales!!!!!1!1!!!!!!!!11!!!!!
huh?. you want some sort of like... dash code or something? idk what that is
any hints i could give you? hmm..
maybe like... try to find a decal thats used almost nowhere in the map.. yeah thats good advice
also it might not be obvious at first glance.. try keeping watch when you find it
anyways time for pizza! hope i helped 

flcc_glowwoomii_corruptdomain_introcar=
[MADELINE left suprised]
Brontus super cat tales look out! Intro car is coming!
Oh no he can't hear me! He's eating pizza!
Oh peck oh EXOK oh no!
[none?]
*BEEP BEEP*

flcc_glowwoomii_corruptdomain_spinnerstun=
[MADELINE left normal]
Spinner stun andy

flcc_glowwoomii_dustbowl_bird=
DUST NEUTRAL

flcc_glowwoomii_dustbowl_birdtxt=
Neutral around!

#yoshachobi
yoshaFLCC_darktheme= 
    Dark Theme
yoshaFLCC_lighttheme=
    Light Theme
yoshaFLCC_tutorial_MIDAIR_SUPER=
    Midair Super
yoshaFLCC_supersecretsettings=
Super Secret
Settings

yoshaFLCC_DEMODASH= Demodash


