#Mod
	KaileyTheAlien_CreationThroughSuffering = Creation Through Suffering

#Chapters
	KaileyTheAlien_CreationThroughSuffering= Creation Through Suffering
	KaileyTheAlien_SufferingThroughCreation= Suffering Through Creation
	KaileyTheAlien_SufferingThroughCreation_remix=
	KaileyTheAlien_SufferingThroughCreation_remix_artist= Kailey The Alien
	
	KaileyTheAlien_CreationThroughSuffering_postcard= Welcome {+MADELINE}.

	poem_KaileyTheAlien_CreationThroughSuffering_A= For that reason{n}And for that reason alone{n}<3{n}{n}We create{n}

	KtA_CTS_clear=
		You did Great!

#Checkpoints
	KaileyTheAlien_CreationThroughSuffering_01= Genesis
	KaileyTheAlien_CreationThroughSuffering_25= Era of the King
	KaileyTheAlien_CreationThroughSuffering_50a= Era of the President
	KaileyTheAlien_CreationThroughSuffering_75a= Era of the Motherboard
	KaileyTheAlien_CreationThroughSuffering_i01= {+MADELINE}

#
#	LORE
#

KTA_CTS_fc=
	FULL CLEAR:
	Avory
	Deesoff
	im_Pickle_sus
	Guest_
	Cadaeib65
KTA_CTS_g1=
	GOLDEN 1:
	Deesoff
	im_Pickle_sus
KTA_CTS_g2=
	GOLDEN 2:
	im_Pickle_sus
KTA_CTS_g3=
	GOLDEN 3:
	im_Pickle_sus
KTA_CTS_g4=
	GOLDEN 4:
KTA_CTS_g5=
	GOLDEN MOON:
KTA_CTS_g6=
	WORTH IT:
KTA_CTS_plat=
	PLATINUM:

KTA_CTS_no=
	[MADELINE_MIRROR left deadpan]
	Don't try this again
KTA_CTS_no2=
	[MADELINE_MIRROR left deadpan]
	For your sins and your sins alone.

KTA_CTS_new=
	new!
KTA_CTS_why=
	Why do we create?
KTA_CTS_fart=
	for that reason
KTA_CTS_fart_SAY=
	and for that reason alone

KTA_CTS_SF=
	Special thanks to deesoff
	for helping me make the patches possible
	and the map playable

KTA_CTS_LUA=
	[GRANNY right normal] Hi!


KTA_CTS_bprog=
	[MADELINE left panic]
	{~}{#ff3333}(NEW){#}{/~} B-side progress
KTA_CTS_bprog_SAY=
	[GRANNY right normal]
	The work on the B-side has started. It will consist of 7 mini-hubs with 2-5 rooms each focused around a theme.
	If I'm lucky I can make it 25 more rooms. That'd be so cool.
	Trust me, if you played the A-side and enjoyed it, you[GRANNY right freakB] WILL[GRANNY right normal] want to play it.
	It will have everything from the tech I simply forgot to put here to actual game manipulation on an unprecedented level of cursedness.
	{#222222}popcornwob room is done by the time of writing this message <3{#}

KTA_CTS_important=
	[MADELINE left togetherZoom]
	{~}{#ff3333}Important{#}{/~}
KTA_CTS_important_SAY=
	[GRANNY right normal]
	If you get ceiling-stuck, restart. I'm not sure how the code in Call of the Void works but I'm not able to pull this out.
	You Can find {#ff3333}hints{#} in the pause menu.
	Sometimes you can press the hint button {#ff3333}multiple times{#} if you still have questions.
	If that's not enough I suggest watching a walkthrough by {#ff22ff}K{#}t{#00ff55}A{#} (that's me)!
	{#555555}Link to the video: https://youtu.be/o0LVTzDPEB0{#}
	You can sometimes find the {#ff3333}Homage{#} section detailing where and how I found the tech or mechanic featured.
	Since I often use tech discovered by different people I thought it's an important addition,
	but I will skip it for more commonly known cases, since the amount of dialogue this map requires is devastating ha-ha...
	{big}Oh and before i forget!{/big}
	if you're able to get to the last checkpoint i {#ff2222}{*}HIGHLY{/*}{#} suggest getting the moonberry
	it's where all the craziest and {#00ffff}{~}funnest{/~}{#} stuff is
	I hesitated to call it checkpoint 5 and make it mandatory but i wanted to keep the number 100 intact.
	But it's basically the continuation of the level!
	It also loops back into the main path so you're not missing anything.
	look out for {#dd22ff}purple sun{#}

KTA_CTS_old=
	[MADELINE left deadpan]
	why are you an old lady???
KTA_CTS_old_SAY=
	[GRANNY right normal]
	I made some amazing textbox art, but...
	For some reason I couldn't get the portraits.xml to NOT crush the game...
	I wanted to ask for help, but it's just TOO embarrassing so here you go.

KTA_CTS_memo1=
	there is something on the f%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
KTA_CTS_memo2=
	we create

KTA_CTS_didyouknow=
	[GRANNY right normal]
	Did you know?
	Internet cafe's walls are vanilla sideways jumpthroughs!
KTA_CTS_didyouknow2=
	[GRANNY right normal]
	Did you know?
	The nest has multiple invisible barriers inside. It's a wall you can't wall jump off of, so it can be used as a weird vanilla gameplay mechanic.
KTA_CTS_didyouknow3=
	[GRANNY right normal]
	Did you know?
	...
	No you didn't
KTA_CTS_didyouknow4=
	[GRANNY right normal]
	ehm
	[GRANNY right creepB]psych!
	get your hitbox displaced!
KTA_CTS_Sahara=
	[MADELINE_MIRROR left deadpan]
	This is Sahara's Workshop, though only in Wonder's absence.
	Here, they crafted the 14 swords that defined the history of our world.
	{#ff0000}Omnipresent Sahara.{#}
	Forged out of the birth of Wonder itself.
	{#ff0000}Century.{#}
	A sword Wonder has intrusted Cascade with. A powerfull weapon said to control time itself.
	{#ff0000}Moon Glare.{#}
	Made out of pure moonlight. Given to me to avenge Cascade.
	{#ff0000}Pastelle{#}
	Forged from devotion. A sword in a human form.
	{#ff0000}Unnamed sword{#}
	The sword forged to kill my Moon, destined to suffer in regret and bear the guilt and sin of its wielder. It is a mercy that it was never given a name.
	{#ff0000}Black Shard{#}
	I've discovered this name in Sahara's blueprints. It seems to have been created with some specific purpose.
	However, that purpose remains a mystery, though it is closely connected to Penta.
	I'm at least pleased that I could uncover its name, unlike the 5th, 8th, 10th, 11th, and 12th swords.
	{#ff0000}Aqua{#}
	Despite what its name might suggest, it belonged to Flora. A fragile weapon, the first crafted by Sahara.
	It's somewhat endearing.
	If only we could foresee where her craftsmanship will take us.
	{#ff0000}Crystal{#}
	Forged from the agony of walking on broken glass, this weapon was created solely to inflict pain.
	It's a monstrous thing, scavenging the corpse of its own wielder. Disgusting.
	As you've likely noticed, Sahara's swords were far more violent than Wonder's - terrible, terrible intruments.
	Yet with one exception. The 14th sword.
	A sword Wonder has forged out of her own daughter.
	A Sword made of the Chaos of Penta.
	A Sword made of feathers and angel wings.
	A sword so unpredictable that it has overwhelmed countless possibilities.
	It rendered me blind to every reality simultaneously and shredded my body into a million pieces.
	It's name is...
	{#ff0000}Creation Through Suffering{#}
	With this sword Seth killed me.

KTA_CTS_map=
	[MADELINE left angry]
	Map
KTA_CTS_map_SAY=
	[GRANNY right creepA]
	Welcome to this shameless knock-off!
	[GRANNY right normal] Okay jokes aside. I know this looks like I stole the idea from {#66ffff}{~}The White Hole by ZKB{#}{/~}
	[GRANNY right normal] But no, I stole the idea from the {#cc99ff}{~}Cosmic Column by CookieDude{#}{/~} :D
	[GRANNY right normal] The white aesthetic is just a coincidence [GRANNY right normal](although not the red part)
	This map has 115 normal gameplay rooms each focusing around a mechanic or interaction (often multiple).
	Not including 8 misc rooms,
	18.5 moonberry rooms,
	A total of 20.5 golden rooms (every checkpoint has their own),
	And finally 2 secret ending rooms.
	So 160+ rooms in total.

KTA_CTS_im_using_englishtxt_as_a_message_draft_innit_hilarious=
	Hi everyone, I'm here to join the fun.
	I have recently finished my first (big) celeste project and now as the next step in my map-making career I really want to participate in a collab.
	I have experience making full maps by myself (although i rarely post any of them), so I have some experience with mapping, decoration, camera work, music composition, fmod (bare minimum), asset creation (on a beginner level) and playtesting (high expert but ANY tech (i also love to find cheese)).
	I would be {!}happy{/!} to join this collab and leave behind something everyone could enjoy.
	In case I need some form of portfolio you can check out my most recent project here: https://gamebanana.com/mods/532169
	Thanks for considering my application

KTA_CTS_fa=
	[MADELINE left peaceful]
	For that reason
KTA_CTS_fa_SAY=
	[MADELINE left peaceful]
	For that reason
	[GRANNY right normal]
	And for that reason[GRANNY right creepA] alone
	[MADELINE left peaceful]

KTA_CTS_convince=
	[MADELINE left distracted]
	Convince me nograv is worth my time :/
KTA_CTS_convince_SAY=
	[GRANNY right normal]
	Nograv has one very strong side. One that makes it worthwhile.
	And it's the specificity of movement.
	Obscure celeste tech has an important drawback.
	Because of air friction and gravity many and many mechanics in this game (although useful as QoL) are useless in level design and most people have no idea they even exist.
	Nograv manages to challenge that and makes forcing specific tech.{n}{#333333}(ex. bumpered kermit dash){#}.
	It also makes other tech humanly possible.{n}{#333333}(ex. chained spike-clip){#}
	Either way this map is a collection on many {*}many{/*} techniques. And if you're at least a little bit like me and you love unexpected interactions this map can {#ffaadd}{~}pleasantly surprise you.{/~}{#}{n}
	{#222222}popcornwob coming soon in the b-side{#}
	

KTA_CTS_warning=
	[MADELINE left panic]
	Warning
KTA_CTS_warning_SAY=
	[GRANNY right normal]
	Although this level isn't MUCH on flashing light, it might be still a concern for some.
	The difficulty isn't a concern. At least I don't think it is. But the room routing is sometimes insane and requires visual cues.
	I strongly suggest using savestates all the way through.
	The room names might get a bit too edgy, but I really like how they sound and I'm not ready to scrap 150 titles.
	And yes, zooming might feel annoying at first but hear me out....
	No, I've got no excuses...
	I'm sorry but you'll have to bear with it.
	I mast also apologys for posible speling mishaps and sach, this English.txt is burned into my retina as it is.

KTA_CTS_bs=
	[MADELINE left deadpan]
	Backstory
KTA_CTS_bs_SAY=
	[GRANNY right normal]
	Here's some map lore. Feel free to skip it! (although it might be useful if you're coming in blind)
	After playing sjc I decided to see if it's possible to beat Celeste with x0.0 gravity and x0.0 air friction.
	It's not.
	However some of the nograv tech and strategies I found was so inspiring that I decided to turn it into a map.
	HOWEVER (ComboX2) the idea quickly spiraled out of control resulting in {*}this{/*} mess of a mod.
	It used all the most obscure tech I could think of.
	Keep in mind that backboosting is in the 26th room, and it only gets worse from there.
	Additionally some of the rooms are hard to route even if you're familiar with the tech.
	[MADELINE right normal]
	@*!#
	yeah no @*!# you i;m SO NOT doing this!
	[GRANNY right normal]
	I'm off to writing around a bizillion lines of dialogue by myself :D
	Good luk with the map

KTA_CTS_bye=
	[MADELINE left upset]
	Bye, thanks.
KTA_CTS_bye_SAY=

KTA_CTS_bird=
	[MADELINE right normal]
	I miss the lives we never got to live.

KTA_CTS_car=
	Your car appears to be stuck in some weird substance made of snow and the concept of clouds fused on a level past that of a physical one.
	[MADELINE right normal]
	:car:

KTA_CTS_fortune=
	[GRANNY left normal]
	Imagine a soothsayer
	Who foretells the hour of one's demise with unerring precision
	The only logical surmise
	Is to conclude that she herself orchestrates their end
	How unfortunate we are to conjure worlds
	Worlds wherein souls perish
	Merely to alleviate the agony and sorrow of our mundane existence
	We are no fortune-tellers
	We are malevolent gods

KTA_CTS_TV=
	[MADELINE right together]
	Mom! Look I'm on tv!
	[MOM_PHONE left normal] ok

KTA_CTS_Butt=
	[GRANNY left normal]
	Yes, I'm a talking butterfly with an old lady's face don't bodyshame.
	Anyway.
	This area was meant to be a special thanks and stuff...
	I got nobody to thank besides the creators of helper mods.
	I worked on this alone and I finished it alone.
	Maybe if this map gets enough attention I will use it for first clears and goldens.
	But for now it's empty so I themed it as a cemenetry accordingly.

KTA_CTS_Butt2=
	[GRANNY left normal]
	You gravedigger weirdo.
	{>>}{#aabbff}trans rights trans rights trans rights{#}{n}{#ffaadd}trans rights trans rights trans rights{#}{n}{#ffffff}trans rights trans rights trans rights{#}{n}{#ffaadd}trans rights trans rights trans rights{#}{n}{#aabbff}trans rights{#}{n}

KTA_CTS_itch=
	I have this weird itch.
	A need I can't deny.
	A desire I cannot overcome.
	Like a bird wants to fly,
	Like a fish wants to swim,
	All I want is to be loved.
	Loved for what I create.
	For that reason and that reason alone.
	Ready for round 2?


KTA_CTS_Q= 
	Question?
	Golden Bearer???
	Purple Sun
	Be Aware of The Softblock
	Coming Soon!
	Thanks for playing!
	Creation Through Suffering by Kailey The Alien
	You did Great!
	Time to take a break
	Don't hesitate, you deserve it
	Aonix The Eternal Ruler
	Worth it?
	Worth it.
	Creation
	Through
	Suffering
	Door ->
	Also Play
	A World Where People Die
	Sword 14

KTA_CTS_Bird00=
	This is the place where Seth met his end.
	This is the place where Sword 14 fell on the ground.
	Leave, let the Earth cry in silence.
	Cheep-cheep
KTA_CTS_Bird01=
	Sure, let's say this counts
	Cheep-cheep
KTA_CTS_Bird02=
	The wedding between death and chance was held in secret.
	Only Carnaval villagers were informed.
	Cheep-cheep

KTA_CTS_D=
	{+MADELINE}!!

KTA_CTS_Real=
	CAREFUL! REAL HEART!!!
	Pause -> Retry to get rid of the noise
	I will always love you

KTA_CTS_N=
	The day
	I Met You
	I Was Fine
	But Then
	You Showed me
	How to Cry
	And I will
	Never 
	Take it Back
	I Want You to 
	Stay With me
	We will be a
	SYMPHONY

KTA_CTS_Miku=
	No matter how Much I say I love Him
	He will never forgive what I've done

KtA_CTS_MEMORIAL=
	FOR THAT REASON
	AND FOR THAT REASON ALONE
	WE CREATE

KtA_CTS_megabino=
	Permanent Bino Interaction Storage Activated


#
#	HINTS
#

KTA_CTS_H000=
	Hint
KTA_CTS_T=
	Hommage
KTA_CTS_HN=
	No Hint Available
KTA_CTS_HN0=
	[EX_PHONE right normal]
	Sorry, there is no hint for this room
	For all solutions consider going to https://youtu.be/o0LVTzDPEB0
KTA_CTS_HP=
	Puzzle Solution
KTA_CTS_HP0=
	[EX_PHONE right normal]
	This room is a routing puzzle so the hint might be too obvious.
	Continue onto Hint 2 if you're not feeling up to challenge.



KTA_CTS_H001=
	[EX_PHONE right normal]
	Walk around and jump. Then you can climb down!

KTA_CTS_H003=
	[EX_PHONE right normal]
	Climbjump.
KTA_CTS_HH003=
	[EX_PHONE right normal]
	Perform the second climbjump from the very edge of the block.

KTA_CTS_H006=
	[EX_PHONE right normal]
	I call this tech {~}"Block Glue"{/~}
	If the block you're standing on is moving down, you will move down with it.

KTA_CTS_H007=
	[MOM_PHONE right normal]
	It's possible to climb onto a wall even if your hitbox is only touching it by one pixel.
	Sliding down also only requires one pixel. 
	
KTA_CTS_H008=
	[EX_PHONE right normal]
	I call this tech {~}failed climbhop.{/~}
KTA_CTS_HH008=
	[EX_PHONE right normal]
	Just keep climbing up when you reach the top of the pillar.
	Your position will eventually shift enough for you to hop off.
	Note that this tech has more horizontal speed than a climbjump from the same position.

KTA_CTS_HHH008=
	[EX_PHONE right normal]
	You can also regain your dash by touching a falling block without triggering it if you're climbing.

KTA_CTS_H009=
	[EX_PHONE right normal]
	These red blocks are called Nega-Blocks.
	You will not recover your dash when standing on them.
KTA_CTS_HH009=
	[EX_PHONE right normal]
	Get some speed, press down and then jump.
	It will resolve in a crouched jump with horizontal momentum.
	Note that this is an easy way to get c-stuck.

KTA_CTS_HP010=
	[EX_PHONE right normal]
	Hit the first dashblock at the top, and the second at the bottom.

KTA_CTS_HP012=
	[EX_PHONE right normal]
	Super, Wallbounce, Wave and a down-diagonal dash

KTA_CTS_H013=
	[EX_PHONE right normal]
	This map uses static bumpers. No cycles involved.
	Might have funny setups.
KTA_CTS_HH013=
	[EX_PHONE right normal]
	By reversing the tech you can perform reversed tech.
	Like for example by reversing a hyper you can perform a
	Reverse Hyper :)
KTA_CTS_HHH013=
	[EX_PHONE right normal]
	Let go of the falling block at the right time!

KTA_CTS_H014=
	[EX_PHONE right normal]
	When you break a Breaker Box your horizontal speed is set to 0, your vertical speed to 120 and your dash is refilled. 
KTA_CTS_HH014=
	[EX_PHONE right normal]
	With just the right timing you can perform reversed hypers on one tile edge.

KTA_CTS_H015=
	[EX_PHONE right normal]
	Drag the Breaker Box down, then jump and hold onto the wall to climbjump into the pixel perfect gap.

KTA_CTS_HP016=
	[EX_PHONE right normal]
	Get to the bird without triggering any spikes.

KTA_CTS_H017=
	[EX_PHONE right normal]
	Midair super + reversed midair super.
KTA_CTS_HH017=
	[EX_PHONE right normal]
	Don't trigger the dash switch.

KTA_CTS_H018=
	[EX_PHONE right normal]
	You can fit between two spinners aligned to the grid by crouch dashing.

KTA_CTS_H018=
	[EX_PHONE right normal]
	You can fit between two spinners aligned to the grid by crouch dashing.

KTA_CTS_H019=
	[EX_PHONE right normal]
	So here's the first important mechanic you need to be familiar with.
	I call this {~}ceiling-warp{/~} (or cw for short)
	Try to figure it out on yourself (or just skip to the next hint)
KTA_CTS_HH019=
	[EX_PHONE right normal]
	You can grab onto an overhang while passing under it.
	The reason this work is simply because of a leniancy mechanic allowing you to grab wall even if you're 1 or 2 pixels below it.
	

KTA_CTS_H020=
	[EX_PHONE right normal]
	By pressing a direction and quickly releasing it or jumping you can cancel the acceleration and keep a lower-than-running speed.

KTA_CTS_HP021=
	[EX_PHONE right normal]
	Cliffside tileset will guide your cw's.

KTA_CTS_H022=
	[EX_PHONE right normal]
	By dashing in the direction of a wall while hanging down from it you will dash under the wall.
	You cannot cw while in dash state or if the overhang has an icewall, which allows you to skip undesired (spiked) cw's.
KTA_CTS_HH022=
	[EX_PHONE right normal]
	This room also has a ceiling lineancy mechanic as part of the solution.
	If your hitbox hits a corner with an open space 4 or less pixels to the side you will snap into that space allowing you to hold onto it.

KTA_CTS_H024=
	[EX_PHONE right normal]
	Since you dont have to worry about gravity you can actually perform crouched "dashes" without dashing at all.
	All you need is a setup, a crouch state and some horizontal speed.

KTA_CTS_H026=
	[EX_PHONE right normal]
	When you throw Theo you get 60 speed of recoil in the opposite direction.
	This is called a backboost.

KTA_CTS_H027=
	[EX_PHONE right normal]
	If you're moving downwards - grabbing Theo will set your vertical speed to 0.

KTA_CTS_H029=
	[EX_PHONE right normal]
	When you throw Theo you get 60 speed of recoil in the opposite direction.
	If you move fast enough you an regrab theo midair and throw him again.
	I call this chained backboosting.
	This room requires 3 backboosts. (or 2 if your timing is impeccable)
	Mind the timing.

KTA_CTS_H030=
	[EX_PHONE right normal]
	Seeker super
KTA_CTS_HH030=
	[EX_PHONE right normal]
	Dashing into a dreamblock with a seeker or a bumper will reset your dash state allowing you to redirect yourself.
	And demodash through the spinners.

KTA_CTS_H031=
	[EX_PHONE right normal]
	When a seeker dashes and hits a wall (or in this case a barrier) it goes into a stunned state.
	In this state it's unable to hurt you.
	It will also have some weird booster redirection mechanic similar to crystal hearts in dream block.
	edit: this is called a seeker bounce
KTA_CTS_T031=
	[mom_phone right normal]
	Monika's 5D
	
KTA_CTS_H032=
	[EX_PHONE right normal]
	This glitched Theo will always come back to the pedestal unless you carry it out of the room
	Unlike a regular Theo it will not interact with touchswitches or dash switches, but it can be moved by moving entities.
	If it dies - you die.
KTA_CTS_HH032=
	[EX_PHONE right normal]
	The fact a glitched Theo will not fall or move after it's thrown allows you to backboost and instantly regrab it changing your direction midair.

KTA_CTS_H035=
	[EX_PHONE right normal]
	Drop Theo, dash down and catch him again.
KTA_CTS_T035=
	[mom_phone right normal]
	SJC - Beginner Gym

KTA_CTS_H036=
	[EX_PHONE right normal]
	Crouchjump through the small gap.
KTA_CTS_HH036=
	[EX_PHONE right normal]
	Demo hanging down from the wall will align you to the ceiling.
KTA_CTS_HHH036=
	[EX_PHONE right normal]
	PPVC (pixel perfect visual cueable): If you demo into a dash block you will conserve the crouched hitbox.

KTA_CTS_H037=
	[EX_PHONE right normal]
	Reversed wave ultra.

KTA_CTS_HP038=
	[EX_PHONE right normal]
	Dash into the bottom kevin, land on him.
	After that, dash into the rightmost kevin.
	After that, you need to hit the third and find a way to squeeze into the opening.

KTA_CTS_H039=
	[EX_PHONE right normal]
	Koral clip.
	Being squashed by an entity against the edge of the room will cause you to clip inside to entity.
	As soon as the entity starts moving, you will be pushed out of it from the direction opposite to its movement.
KTA_CTS_T039=
	[mom_phone right normal]
	Crystal Garden by Etpio

KTA_CTS_HP042=
	[EX_PHONE right normal]
	Don't ultra.
	Backboost 3 times to go backwards.

KTA_CTS_HP043=
	[EX_PHONE right normal]
	Climbjump, backboost.
	Downdiagonal dash to land to the right.
	PPVC (pixel perfect visual cueable): Demo through the spinners from the wall.

KTA_CTS_H044=
	[EX_PHONE right normal]
	Since the spinner hitbox isn't 2 tiles in height, you can grab the corner of a spinnerized overhang.
	(i'm not sure how to explain it better, sorry)
KTA_CTS_HP044=
	[EX_PHONE right normal]
	The noise tileset will guide your way.
	Reverse wave on the falling block (make sure to touch the wall)

KTA_CTS_H045=
	[EX_PHONE right normal]
	For some reason bumper boosts have a weird concave down curve to them.
	Launch boosting makes this downwards momentum even more apparent.

KTA_CTS_H046=
	[EX_PHONE right normal]
	You can buffer a jump of water to not hit the spikes.
	Same goes for dashing.
KTA_CTS_HH046=
	[EX_PHONE right normal]
	Floating on the surface of the water will give you 20 vertical speed to try to push you up.
	If you exit the water from the side while on it's surface you will move up.

KTA_CTS_H048=
	[EX_PHONE right normal]
	Hot Core Blocks (Bounce blocks) move in a weird way which can be used by quickly tapping the climb button or moving while activating the block.
KTA_CTS_HP048=
	[EX_PHONE right normal]
	The last input is a core block failed climbhop which has an extremely counterintuitive downards momentum.
	(I think it's caused by the down movement of snapping back to the corner and the perfect buffered timing of the core block. It's similar to a failed climbjump but it's not quite the same)
	(I will call this tech... ehmmmm how about {~}failed failed chlimbhop?{/~} :D yes i know, but to be fair that's exactly what it is)

KTA_CTS_H049=
	[EX_PHONE right normal]
	While a block is reforming it's hitbox appears before the hitbox of the entities attached.
	This is simply called reform tech.

KTA_CTS_H050=
	[EX_PHONE right normal]
	Cornerkick

KTA_CTS_H052=
	[EX_PHONE right normal]
	Cornerboost
KTA_CTS_HH052=
	[EX_PHONE right normal]
	Dash in the very corner of the block and climbjump

KTA_CTS_H053=
	[EX_PHONE right normal]
	Wallboost
KTA_CTS_HH053=
	[EX_PHONE right normal]
	You can turn around in a small window after performing a climbjump that basically allows you to walljump on air.
	That's called a wallboost. Perform it on the cement tiles.
KTA_CTS_HHH053=
	[EX_PHONE right normal]
	On the same cement tiles you need to perform a dashless cornerboost. Buffer a climbjump on the corner.
KTA_CTS_T053=
	[mom_phone right normal]
	Parrot Dash's youtube explanation of wallboosts
	And 1a dashless	

KTA_CTS_H054=
	[EX_PHONE right normal]
	A lot of chained backboosts.

KTA_CTS_H055=
	[EX_PHONE right normal]
	By grabbing Theo during freeze frames you can "smuggle" him into the dream block with you.
	That's called a dream smuggle.

KTA_CTS_H056=
	[EX_PHONE right normal]
	Reverse climbjump demo cancel.
KTA_CTS_HP056=
	[EX_PHONE right normal]
	Throw theo down the hole and use him to cancel your down dash.

KTA_CTS_H057=
	[EX_PHONE right normal]
	By demoing into a booster you can raise it's hitbox by 2 pixels.
	iirc it's called an Archie.

KTA_CTS_H058=
	[EX_PHONE right normal]
	While in coyote frames, inputting an instant hyper/super out of the booster will result in a bubble hyper/super and let you keep your dash.
KTA_CTS_HH058=
	[EX_PHONE right normal]
	A bounce (core) block gives you coyote frames when breaking.

KTA_CTS_HP059=
	[EX_PHONE right normal]
	(PPVC)
	Touch the moving block but buffer a direction away from it. You will move down one or two pixels allowing you to grab the wall underneath.

KTA_CTS_H061=
	[EX_PHONE right normal]
	Wallboosting in a crouched state allows you to crouch-walljump

KTA_CTS_H062=
	[EX_PHONE right normal]
	Staminaless activation
KTA_CTS_HP062=
	[EX_PHONE right normal]
	Purposefully use all your stamina

KTA_CTS_H063=
	[EX_PHONE right normal]
	Press both jump inputs in quick succession when in water to go faster.
	It's called a waterboost.
KTA_CTS_HH063=
	[EX_PHONE right normal]
	Dashing in water will not consume your dash.

KTA_CTS_H064=
	[EX_PHONE right normal]
	When a moveblock breaks it still counts as moving for a few frames giving you a boost.

KTA_CTS_HP064=
	[EX_PHONE right normal]
	1st block: instant hyper
	2nd block: walljump
	3rd block: climb up without touching to ceiling
	4th block: grab and release at the right time
	5th block: climbjump right

KTA_CTS_H065=
	[EX_PHONE right normal]
	Similar to water you can double jump out of a dreamblock.
	You can use it both to speed up and slow down.
KTA_CTS_HH065=
	[EX_PHONE right normal]
	Demoing into a dreamblock will conserve your crouch state on exit.


KTA_CTS_H066=
	[EX_PHONE right normal]
	When above the ceiling the tiles that touch it will automatically extend and allow you to climb down them.

KTA_CTS_H068=
	[EX_PHONE right normal]
	Netral Ceiling-warp (ncw)
KTA_CTS_T068=
	[mom_phone right normal]
	SJC Beginner - Azur Caverns
	
KTA_CTS_H070=
	[EX_PHONE right normal]
	Double block boost

KTA_CTS_H071=
	[EX_PHONE right normal]
	C-pop
KTA_CTS_T071=
	[mom_phone right normal]
	Parrot Dash's youtube explanation on c-pops.
	2a nograv.

KTA_CTS_H072=
	[EX_PHONE right normal]
	Buffered Fuper

KTA_CTS_H073=
	[EX_PHONE right normal]
	Touching a feather while holding Theo and then grabbing a wall will put you in a state similar to dreams-muggle dream grabs allowing you to dash with Theo.
KTA_CTS_T073=
	[mom_phone right normal]
	White Hole by ZKB

KTA_CTS_H074=
	[EX_PHONE right normal]
	When picking up a holdable you freeze for quite a few frames. In this room tu have to use that freezing for switch gate timings.
KTA_CTS_HP074=
	[EX_PHONE right normal]
	The order of jellies is 11100011 when you go through the first time, and the rest after the wave dash.

KTA_CTS_H075=
	[EX_PHONE right normal]
	You can buffer a jump off of lava since it has a solid inside.

KTA_CTS_H076=
	[EX_PHONE right normal]
	This is a puzzle.
	I'm not sure how to help you with that.
	There's a mechanic of redirecting in dreamblocks with crystal hearts and a very cursed red booster dreamblock interaction... but...
	Also This puzzle is 100% symmetrical and works from both sides. I'm proud of it, yes.

KTA_CTS_T076=
	[mom_phone right normal]
	Ricochet by goopvendor

KTA_CTS_H077=
	[EX_PHONE right normal]
	So... I've mentioned it in a room with core blocks, but that's a tech called failed-climbjump.
	You try to perform a climbjump but the ceiling above pushes you back giving you downwards speed you can use.
KTA_CTS_HH077=
	[EX_PHONE right normal]
	The second part is a c-pop cornerkick
KTA_CTS_T077=
	[mom_phone right normal]
	118.71% Fulfilled Emptiness by Isanc

KTA_CTS_H078=
	[EX_PHONE right normal]
	Since downwards wind doesn't count as moving down, you're able to conserve your crouch state.
KTA_CTS_HH078=
	[EX_PHONE right normal]
	For the same reason you can just go through up facing spikes if you have a small amount of upwards speed even if you’re moving down with wind.
KTA_CTS_HHH078=
	[EX_PHONE right normal]
	For some reason when you dash into a dash switch it pushes you one pixel to the left.
KTA_CTS_T078=
	[mom_phone right normal]
	Special thanks to 9D plat TAS for the dashswitch mechanic
	And later for Parrot's clip with about the same thing

KTA_CTS_H079=
	[granny right mock]
	An "immovable" object really refers to an object that will not accelerate, since the concept of moving depends on the frame of reference of the observer. And an unstoppable "force" refers to an object that is moving, but cannot be accelerated (so they are really the same thing).

KTA_CTS_H080=
	[EX_PHONE right normal]
	This tech is called Dashbounce, or simply
	{big}shaboingboing{/big}
KTA_CTS_HH080=
	[EX_PHONE right normal]
	Wallbounce and then dash down-diag immediately
	Since a wallbounce lasts a few more frames than a dash you will have a wonky trajectory.
	For the second Dounce you need to buffer a wallbounce and then also dash-cooldown buffer a demo to the left.
KTA_CTS_T080=
	[mom_phone right normal]
	Special Thanks to tiredandwired for making my day!

KTA_CTS_H081=
	[EX_PHONE right normal]
	If your camera is too far from the spinner it will not load.
	Use this to your advantage!
	Also remember that a moveblock will not reform if an entity obstructs the place.


KTA_CTS_H082=
	[EX_PHONE right normal]
	Cassette blocks are wonky.
	Their hitbox moves one pixel down before disappearing which can be used to grab a corner above.

KTA_CTS_H083=
	[EX_PHONE right normal]
	Moonboost
	Demo into the top 3 pixels of a moon block then demohyper.
	It will add moonblock speed to yours.

KTA_CTS_H084=
	[EX_PHONE right normal]
	If you wallboost into the ceiling just right, 1 tile of overhang is enough to get a horizontal trajectory.
	This input is a 1 or 2 frame depending on how you do it.
	The rainbow tiles here indicate a spiked wall, but the spikes are one pixel inside the wall. You can buffer a jump off of it like a magma block.

KTA_CTS_T084=
	[mom_phone right normal]
	SCJ Beginner - Forest Path

KTA_CTS_H085=
	[EX_PHONE right normal]
	Wall boost but cooler.
	Now cornerboost flavored.

KTA_CTS_H086=
	[EX_PHONE right normal]
	Pixelperfect setup.
	Use the fact a heart-door pushes you back as well as breaks dashblocks to your advantage.

KTA_CTS_H087=
	[EX_PHONE right normal]
	Momentum carry.
	Carry your momentum.
	These mechanics get too hard to explain what are you expecting from me, english is not even my first language I can't with the pressure. Just watch the tutorial.
 	bjki62r3o7gnwoief
KTA_CTS_HH087=
	[EX_PHONE right normal]
	If you're in the flow with the spikes they think you're chill and don't stab.
	That's called a spikejump.
	{#222222}{~}(spump){#}{/~}

KTA_CTS_T087=
	[mom_phone right normal]
	Forsaken Undercity by pejaduos

KTA_CTS_H088=
	[EX_PHONE right normal]
	Okay this is a fun one.
	Let's start by saying I call this technique c-wrap in opposed to c-warp (or simply rcw)
KTA_CTS_HH088=
	[EX_PHONE right normal]
	It works exactly like an ncw if you pretend it's not the wind pushing you, but the entire level moving in one direction.
KTA_CTS_T088=
	[mom_phone right normal]
	4a

KTA_CTS_H089=
	[oshiro right drama]
	My forcefields gained a magic property in nograv. They conserve your speed parallel to the side you're dashing into
	Yes, those are the vanilla ones.


KTA_CTS_T090=
	[mom_phone right normal]
	Endgame contest - celeste by Jan is Exist clip by parrot dash
	And solar purgatory by zkb
KTA_CTS_H090=
	[EX_PHONE right normal]
	By dashing into the very corner a dream block you can enter it even if its surface is covered in spikes
	It also allows you to perform dream tech although the window for coyote frames is way further as indicated by the refill crystal.
KTA_CTS_HH090=
	[EX_PHONE right normal]
	Performing a theograb will allow you to dash while holding him.
	If you're still in the coyote frames of the dream block you can turn around again and perform a theo dreamhyper.

KTA_CTS_T091=
	[mom_phone right normal]
	SJC Beginner - If my driveway almost did you in
KTA_CTS_H091=
	[EX_PHONE right normal]
	The indicators show empty dialogue triggers. They work similarly to bino storage but don't give you bino storage.
	They reduce your horizontal velocity and give you down velocity as well as undemo you.
KTA_CTS_HP091=
	[EX_PHONE right normal]
	First pixel perfect setup demo into a buffered corner jump between the spinners.
	Then underwall demo and use the undemoing to wrap around the corner.
	If one climb jump isn't enough - perform two in quick succession.
	Wallboost into a buffer dash away from the shielded feather.
	Cpop on the last overhang to keep your dash.
	(It works in a cursed way I suggest savestate training to not waste a cpop)

KTA_CTS_T092=
	[mom_phone right normal]
	Retention tech gym by Firethief1 and mauve by smoothee
KTA_CTS_H092=
	[EX_PHONE right normal]
	Those rainbow tiles indicate waterlogged tiles.
	With the right positioning you can buffer a jump off of them similar to spiked floors with downwards wind.
KTA_CTS_HH092=
	[EX_PHONE right normal]
	This room is full of corner glides.
	If you dash diagonally into the side of the corner you can glide beside it and keep your dash direction.
	This will however cancel your dash and remove all potential dash attack frames. In a way you can consider it a dash-stateless dash.
	The trajectory is somewhat similar to a dash bounce which makes it very apparent in nograv.

KTA_CTS_T093=
	[mom_phone right normal]
	Special thanks to parrot's funny clips
KTA_CTS_H093=
	[EX_PHONE right normal]
	Cassette raise
KTA_CTS_HH093=
	[EX_PHONE right normal]
	By entering a screen transition just before a cassette block activates, you can raise it by 1 pixel.

KTA_CTS_T094=
	[mom_phone right normal]
	Vanilla Contest - Gondolaless
KTA_CTS_H094=
	[EX_PHONE right normal]
	It's fairly counterintuitive but a badeline boss will reset your position when attacked making it a good way to set up pixel perfect bufferable inputs.
	[badeline right freakB]
	Demoing into me will preserve your crouched state!

KTA_CTS_T095=
	[mom_phone right normal]
	Retention tech gym
KTA_CTS_H095=
	[EX_PHONE right normal]
	Retention tech is very hard to explain but I'll do my best. I suggest checking out the RT gym.
	Basically what you need to do is cornerglide under the green booster, then quickly dash upright.
	This will teleport you into the booster.
	Dash into the red booster. The spring will instantly push you out but you will conserve the booster state.
	After that buffer a lava jump and wave ultra on the moving block.
	This will result in the red booster disappearing allowing you to keep your speed through.

KTA_CTS_H096=
	[EX_PHONE right normal]
	The eye wave can redirect boosters and has a weird interaction with movement.
	And the eye itself will conserve your crouch state when dashed into.

KTA_CTS_T097=
	[mom_phone right normal]
KTA_CTS_H097=
	[EX_PHONE right normal]
	Sometimes you can just go through spikes.
	It's called a spike clip.
KTA_CTS_HP097=
	[EX_PHONE right normal]
	Cw your way into the little corner under the bumper. Then just hold right and jump.

KTA_CTS_T098=
	[mom_phone right normal]
	Sjc
	Desolate ruins
	Extended variants mod
KTA_CTS_H098=
	[EX_PHONE right normal]
	By releasing grab and QUICKLY pressing it again you can release Theo and grab the wall. Do the same to regrab Theo and repeat.
	I call this Theo descent.
KTA_CTS_HH098=
	[Theo right normal]
	Interacting with binos for exactly one frame and jumping on the next frame tricks the game into thinking that Madeline is interacting with them when she is not.
	[EX_PHONE right normal]
	(Or just falling if the bino is midair)
	[Theo right normal]
	One of the consequences of this is that a dash through a screen transition gets canceled, which means that performing a grounded ultra through a screen transition allows the 1.2x speed boost to be retained past the end of the dash.
KTA_CTS_HHH098=
	[EX_PHONE right normal]
	Here get the Theo in place, get to the right spot, then perform a gultra into a backboost into an ultra into a bino interaction storage screen transition gultra
	{~}{#222222}{big}(bisstgu){/big}{#}{/~}

KTA_CTS_H099=
	[EX_PHONE right normal]
	Spinner stunning
KTA_CTS_HH099=
	[EX_PHONE right normal]
	When your sprite exits the screen quickly pause, unpause and then repause a frame later in.
	I know it's pretty annoying, but hey after this is done you can tell everyone you successfully spunned :D
	(Not dying in the session will shatter the spinners)
KTA_CTS_HHH099=
	[Theo right normal]
	Spinners only gain collision when within a certain distance of Madeline, and they check whether they are in this distance every third frame.
	By pausing on the frame this check occurs, the check is skipped, keeping the spinner non collidable.
	This can be chained to keep spinners nonlethal for arbitrarily long time periods.
	Critically, this check has a pseudo-random offset on each spinner, effectively separating all spinners into three groups, only one of which may be stunned.
	While humans have performed spinner stunning, it is generally considered a TAS-only tech as each pause is frame-perfect,
	and without using hitboxes it is impossible to tell which group is being stunned.
	Lightning can also be stunned in the same manner as described above.
	(Note that spinners are made uncollidable rather than unloaded - they are still loaded as usual, just unable to kill Madeline.)
	[EX_PHONE right normal]
	Happy spunning!

KTA_CTS_H100=
	[EX_PHONE right normal]
	:car:
KTA_CTS_HH100=
	[EX_PHONE right normal]
	No, it's literally an :car: boost what do you want from me
KTA_CTS_HHH100=
	[EX_PHONE right normal]
	Use the roof of the car to get to the lower tile.
	Then go veeeery slow and buffer the direction away from the hood of the car.
	It's also very important to beg the game to work properly and pray.
	If done correctly you should not hit the corner, and ALMOST touch the crusher in the next room.
	After that is done you can menu retry in the bridge room to get to the bridge :D (or use the golden block)

KTA_CTS_i1=
	[EX_PHONE right normal]
	RCB
KTA_CTS_i1b=
	[Theo right normal]
	Performing an up-diagonal dash from underneath a bottom corner of a wall with high speed, and then turning around and climbjumping off of the wall cancels the dash and allows the dash momentum to be retained into the climbjump.

KTA_CTS_i2=
	[EX_PHONE right normal]
	GTDH
KTA_CTS_i2b=
	[EX_PHONE right normal]
	I suggest watching solar purgatory video by NCG

KTA_CTS_i3=
	[EX_PHONE right normal]
	DDultra
KTA_CTS_i3b=
	[Theo right normal]
	Canceling a diagonal down dash before the dash ends and before touching the floor gives Madeline the 1.2x speed boost from the ultra the next time she contacts the floor, essentially storing the speed boost to be used later. Canceling the dash can be achieved in several ways, including climbjumping during the dash or entering a feather.

KTA_CTS_i4=
	[EX_PHONE right normal]
	3tile wb
	Also this weird setup that forces nograv cornerkick

KTA_CTS_i5=
	[EX_PHONE right normal]
	Woosted instant wave-bhop (aka aq-wavedash)

KTA_CTS_i6=
	[EX_PHONE right normal]
	DCB
KTA_CTS_i6b=
	[Theo right normal]
	A dashless double cornerboost, done the same way as a 6jump, but pressing a second jump button shortly after the first and beginning slightly lower on the wall to account for this. 
KTA_CTS_i6c=
	[EX_PHONE right normal]
	Feather Hitbox Preservation
KTA_CTS_i6d=
	[EX_PHONE right normal]
	Touch the feather then spring bounce.
	Ride the zip mover down without jumping or crouching.
	Crouch on the dreamblock.
	You will clip 3 pixel into the dreamblock.
	Now dash up to remove the one use dream block.
	Do the same for the kevin.
	If done correctly it will teleport you down.
	Also try dashing into the iced wall while in feather hitbox.
	It will get you stuck inside, allowing you to jump inside it.
	It will also give you your dash back.

KTA_CTS_i7=
	[EX_PHONE right normal]
	When you move in the same direction as a moving block you're standing on you're pushed one pixel down every frame.
	It's one of the mechanics used for a roboboost.

KTA_CTS_i8=
	[EX_PHONE right normal]
	Undemo
KTA_CTS_i8b=
	[Theo right normal]
	This tech is the opposite of a manual demodash. Instead of forcing the frame 1 crouch check to be made on a non-downward dash, the player avoids the crouch check on a downward dash by redirecting from a neutral or non-downward direction. It is useful in particular circumstances, like entering a dream block uncrouched or collecting a heart from the bottom with a down dash.

KTA_CTS_i11=
	[EX_PHONE right normal]
	Bumper dash attack preservation
	Bumpered kermit dash
KTA_CTS_i11b=
	[Theo right normal]
	Dashing through a screen transition cancels your dash, but does not remove the 'dashattack' timer which allows Madeline to do 'dash actions' like wallbounce, breaking blocks, and entering dream blocks, sometimes called kermit wallbounces and so on. The 'dash direction' of a cancelled dash is also maintained. For example, this lets you activate a Kevin from angles not usually possible or for preserving your dash.

KTA_CTS_i11c=
	[EX_PHONE right normal]
	Okay...
	F-ing QUANTUM ENTANGLEMENT
KTA_CTS_i11d=
	[Theo right normal]
	Climbhop Entanglement - This niche technique allows the player to 'entangle' their momentum with a moving block without being in contact with that block.
	By canceling the animation Madeline does when climbing up to the top of a tile, which can be done (not exclusively) with a dash,
	then by resetting Madeline's forced x by jumping off of other walls in intervals of 12 frames or less, or hitting springs in intervals of 18 frames or less,
	Madeline's momentum will remain 'entangled' with the block. This means that, as long as the block remains moving, its momentum will be applied to Madeline.
	If the block changes direction or stops moving, Madeline's momentum will also reflect this.
KTA_CTS_i11e=
	[Theo right normal]
	'Spiked Climb' - Spike hitboxes are 3 pixels tall. Due to leniency mechanics, Madeline can jump from walls while up to 2 pixels away from them.
	Also due to leniency mechanics, spikes cannot kill Madeline if she is moving in the way that they are facing.
	Madeline can retain extremely low speed away from the spikes.
	By combining all these mechanics with extreme precision, Madeline can jump such that she is inside the spikes' hitbox, being able to jump from the wall and without the spikes killing her since she has speed moving away from them.
	
KTA_CTS_i10=
	aq-glide (Kevin glide)

KTA_CTS_i12=
	[EX_PHONE right normal]
	Hultra into a vertical screen transition

KTA_CTS_i14=
	[EX_PHONE right normal]
	Dash into the clutter switched from bottom up or you will not get the strawb.
	
KTA_CTS_i15=
	[EX_PHONE right normal]
	Thanks for playing
	Sincerely
	-Kailey The Alien


KTA_CTS_LORE=
	you hear whispers of the past
KTA_CTS_LORE02=
	[MADELINE_MIRROR left deadpan]
	A gift from Flora to Sahara: a plant capable of thriving in even the harshest of climates.
KTA_CTS_LORE11=
	[MADELINE_MIRROR left deadpan]
	This metal structure you behold is a gate. In days of yore, it was employed to channel energy from a core into every corner of the world.
	I do not fully grasp the mechanisms behind it.
KTA_CTS_LORE21=
	[MADELINE_MIRROR left deadpan]
	These pink clouds... could it be that Julie's love has found its way even here?
KTA_CTS_LORE23=
	[MADELINE_MIRROR left deadpan]
	A garden full of lies Flora has told Cascade. Fret not, for he was aware of her compulsions but chose to disregard them.
KTA_CTS_LORE28=
	[MADELINE_MIRROR left deadpan]
	A sword incapable of forgetting the death of Moon. An innocent life taken for no reason and no reason at all.
KTA_CTS_LORE32=
	[MADELINE_MIRROR left deadpan]
	It is no surprise that October was fascinated by bees. Her fate, as the daughter of both Wonder and Julie, is a tragic one.
KTA_CTS_LORE33=
	[MADELINE_MIRROR left deadpan]
	Some claim that Cascade was a deity governing not only water and loyalty but also time. The sword that almost ended his life remains eternally frozen in time. However, it's hard to fathom him wielding such power.
KTA_CTS_LORE34=
	[MADELINE_MIRROR left deadpan]
	We will meet again
KTA_CTS_LORE36=
	[MADELINE_MIRROR left deadpan]
	Perceiving every possible reality simultaneously, such was King Moon's power.
KTA_CTS_LORE38=
	[MADELINE_MIRROR left deadpan]
	Did you know that the moon was obliterated by fireworks? Who was responsible? Who killed King Moon?
KTA_CTS_LORE40=
	[MADELINE_MIRROR left deadpan]
	I believe these halls still echo with the regrets of Aonix's past lives.
KTA_CTS_LORE46=
	[MADELINE_MIRROR left peaceful]
	Observing Cascade's playful interactions with sharks always intrigued me.
	[MADELINE_MIRROR left distracted]Reflecting upon it now, he was far more powerful than we ever credited him with.
KTA_CTS_LORE49=
	[MADELINE_MIRROR left deadpan]
	Sahara endeavored to capture Wonder's attention, yet all Wonder cared for was Julie's happiness.
KTA_CTS_LORE51=
	[MADELINE_MIRROR left deadpan]
	Beneath the ocean lies a hidden realm, discovered by chance. It is a place where no vow can be breached. Cascade adorned this sanctuary with stars... I am curious as to how he achieved that.
	I've heard that this is where Flora vowed to always love Cascade. Perhaps she was not a freak after all?
KTA_CTS_LORE55=
	[MADELINE_MIRROR left deadpan]
	Flora and Cascade. Born of one, reborn in one. Their co-dependency was hard to watch, yet their happiness was undeniable.
KTA_CTS_LORE57=
	[MADELINE_MIRROR left deadpan]
	Welcome to my library. I wish I could claim to have amassed sacred knowledge from across the world, but to be honest, nearly every tome you see was penned by me.
	[MADELINE_MIRROR left sad]
	I take no pride in any of it.
KTA_CTS_LORE66=
	[MADELINE_MIRROR left normal]
	I've heard that Julie's bed was entirely crafted from clouds.[MADELINE_MIRROR left sad]I wish I could have witnessed it.
KTA_CTS_LORE71=
	[MADELINE_MIRROR left deadpan]
	This concrete structure you see is all that remains of the pale blue city governed by Aonix the President long ago.
KTA_CTS_LORE73=
	[MADELINE_MIRROR left deadpan]
	I wonder if October ever knew the truth about her mother.
KTA_CTS_LORE75=
	[MADELINE_MIRROR left deadpan]
	Sahara has forged many swords in her lifetime, but for obvious reasons, none are as strong as her own. A sword capable of being anywhere at any moment - a truly formidable power.
KTA_CTS_LORE78=
	[MADELINE_MIRROR left deadpan]
	Was it love she was seeking for? How ironic.
KTA_CTS_LORE79=
	[MADELINE_MIRROR left deadpan]
	The body of Aonix the President. It was me. I killed him. King Moon killed him.
KTA_CTS_LORE82=
	[MADELINE_MIRROR left deadpan]
	I assume Flora never fully comprehended the true extent of Cascade's power. She behaved far too familiarly with him. Although, I must admit, even I regarded him as a pet.
KTA_CTS_LORE84=
	[MADELINE_MIRROR left deadpan]
	Even after all this time, I struggle to comprehend what drove Julie to embrace the darkness. Was it disappointment in our world... or maybe,
	just maybe,
	true love?
KTA_CTS_LORE87=
	[MADELINE_MIRROR left deadpan]
	A sword forged by Sahara out of her jealousy - the most sadistic instrument I've ever encountered.
KTA_CTS_LORE88=
	[MADELINE_MIRROR left deadpan]
	After all this time, I am finally ready to admit my mistake. The execution of Julie was the worst crime we have ever committed.
KTA_CTS_LORE98=
	[MADELINE_MIRROR left deadpan]
	The sword he used to kill me - I believe it was forged from October herself. Such a horrific act for a mother to commit.
	It is hard to believe such anger could ever be justified.
	I will not forgive your folly, Wonder the filicidal, the wronged.
KTA_CTS_LORE100=
	[MADELINE_MIRROR left deadpan]
	Suffering through creation

KTS_STC_name=
	Venous Meat Grinder
	Sword n.13
	October in July


KTA_CTSCS_01=
	[MADELINE left deadpan]
	We are beautiful.

KTA_CTSCS_loud_warning=
	WARNING: LOUD NOISE
	SOUND HINT
	Turn the volume up