#########################
# GENERAL COLLAB DIALOG #
#########################

modname_ArchieCollab=Archie Collab
endscreen_collabname_ArchieCollab=AC2023
ArchieCollab_0_Lobbies=Archie Collab
ArchieCollab_0_Lobbies_1_Archie=Archie Collab
ArchieCollab_0_Lobbies_1_Archie_journal=Archie Collab
poem_ArchieCollab_0_Lobbies_1_Archie_A={# 2ad714} Thanks for playing!{#}
AREACOMPLETE_ARCHIECOLLAB=Lobby Complete

ArchieCollab_lobbycredits=
  [GRANNY right normal]
  Hello and welcome to Archie Collab!
  This collab was almost entirely made by speedrunners or speedrun-adjacent community members who wanted to dip their toes into mapping.
  The maps range in difficulty from what is commonly considered Intermediate, all the way to Grandmaster, though keep in mind that the use of tech is not restricted by difficulty.
  The collab was initially created and organized by amber, then finished by exorax and raccoongal.
  The lobby and lobby music were both made by exorax.
  The custom tilesets in the lobby were made by Juno.
  Each map entrance was made by its respective mapper.
  Have fun, and long live Archie!

#########################
# MAP TITLE CARD DIALOG #
#########################

ArchieCollab_1_Archie_FireflyCavern=Firefly Cavern
ArchieCollab_1_Archie_FireflyCavern_author=by exorax
ArchieCollab_1_Archie_FireflyCavern_collabcredits=
  Music:{# 2a2a2a} exorax{#}
  Playtesting:{# 2a2a2a} The Line,{n}SMB, amber, cozy{#}

ArchieCollab_1_Archie_ForestRushB_side=Forest Rush B-side
ArchieCollab_1_Archie_ForestRushB_side_author=by Cuberstache
ArchieCollab_1_Archie_ForestRushB_side_collabcredits=
  Music:{# 2a2a2a} Alisticious - Freestyle Forest{#}
  Art:{# 2a2a2a} raine{#}
  Playtesting:{# 2a2a2a} idontexist, SMB, Sevadra{#}
  Shoutout to mmm for Forest Rush{#}

ArchieCollab_1_Archie_Mach6Point22=Mach 6.22
ArchieCollab_1_Archie_Mach6Point22_author=by raccoongal
ArchieCollab_1_Archie_Mach6Point22_collabcredits=
  Music:{# 2a2a2a} Darius + Rotteen - CHNLDiVR{#}
  Playtesting:{# 2a2a2a} exorax, SMB, metagloria{#}
  Shoutout to cabob for psychokinetic{#}

ArchieCollab_1_Archie_AbbyAlley=Abby's Alley
ArchieCollab_1_Archie_AbbyAlley_author=by abby
ArchieCollab_1_Archie_AbbyAlley_collabcredits=
  Playtesting:{# 2a2a2a} abiteofdata,{n}metagloria, SMB, Zkad{#}
  Misc. Mapping:{# 2a2a2a} raccoongal{#}

ArchieCollab_1_Archie_MadelineCanMove=Madeline Can Move!
ArchieCollab_1_Archie_MadelineCanMove_author=by Poncle
ArchieCollab_1_Archie_MadelineCanMove_collabcredits=
   Gameplay Polish: {# 2a2a2a} Cuberstache{#}
   Playtesting:{# 2a2a2a} idontexist,{n}Vapo, Sevadra, SMB,{n}jimmyclyde, metagloria,{n}cozy_ig, Cuberstache{#}

ArchieCollab_1_Archie_DrowsyDreamlandLikeTheAreaFromToontownCorporateClash=Drowsy Dreamland Like The Area From Toontown: Corporate Clash
ArchieCollab_1_Archie_DrowsyDreamlandLikeTheAreaFromToontownCorporateClash_author=by Zkad
ArchieCollab_1_Archie_DrowsyDreamlandLikeTheAreaFromToontownCorporateClash_collabcredits=
   Playtesting:{# 2a2a2a} abby,{n}amberlovesarchie, cozy_ig,{n}Cursed, Norah, Sevadra,{n}SMB, Spirity{#}

ArchieCollab_1_Archie_SanguineInsomnia=Sanguine Insomnia
ArchieCollab_1_Archie_SanguineInsomnia_author=by metagloria
ArchieCollab_1_Archie_SanguineInsomnia_collabcredits=
   Playtesting:{# 2a2a2a} exorax,{n}Sevadra, SMB, Zkad{#}
   Camera Polish:{# 2a2a2a} raccoongal{#}

ArchieCollab_1_Archie_Sinew=Sinew
ArchieCollab_1_Archie_Sinew_author=by tofu
ArchieCollab_1_Archie_Sinew_collabcredits=
   Playtesting:{# 2a2a2a} Sevadra, exorax{#}
   Decoration:{# 2a2a2a} exorax{#}

ArchieCollab_1_Archie_StarryCliffside=Starry Cliffside
ArchieCollab_1_Archie_StarryCliffside_author=by MathHacker
ArchieCollab_1_Archie_StarryCliffside_collabcredits=
   Playtesters:{# 2a2a2a} idontexist,{n}metagloria, cozy_ig, Zkad,{n}IceSage, raccoongal, The Line{#}
   Sprite Work:{# 2a2a2a} snolls{#}
   Thanks to metagloria and{n}idontexist for encouragement{#}

ArchieCollab_1_Archie_FlippingFacility=Flipping Facility
ArchieCollab_1_Archie_FlippingFacility_author=by Dragon512
ArchieCollab_1_Archie_FlippingFacility_collabcredits=
   Music:{# 2a2a2a} Umeboshi Chazuke -{n}Owari to Hajimari no Oto {#}
   Art:{# 2a2a2a} Juno{#}
   Playtesting:{# 2a2a2a} SMB{#}

ArchieCollab_1_Archie_OverTheHills=Over The Hills
ArchieCollab_1_Archie_OverTheHills_author=by abiteofdata
ArchieCollab_1_Archie_OverTheHills_collabcredits=
   Playtesting:{# 2a2a2a} amberlovesarchie,{n}Cuberstache, idontexist,{n}smoothee, SMB, Vapo, Zkad{#}
   Thanks to smoothee for a guest room!

ArchieCollab_1_Archie_ShiverburnSpire=Shiverburn Spire
ArchieCollab_1_Archie_ShiverburnSpire_author=by Sevadra
ArchieCollab_1_Archie_ShiverburnSpire_collabcredits=
   Music:{# 2a2a2a} Koji Kondo and{n}Mahito Yokota - Hell Prominence{#}
   Playtesting:{# 2a2a2a} jimmyclyde,{n}exorax, idontexist, SMB,{n}metagloria, Cuberstache, raccoongal{#}

ArchieCollab_1_Archie_UltraflingUnderpass=Ultra Fling Underpass
ArchieCollab_1_Archie_UltraflingUnderpass_author=by Tiyo
ArchieCollab_1_Archie_UltraflingUnderpass_collabcredits=
   Playtesting: {# 2a2a2a} Vapo,{n}Comet625, raccoongal, SMB,{n}cozy_ig, idontexist, Zkad{#}
   Camera Help: {# 2a2a2a} Zkad{#}

ArchieCollab_1_Archie_UntitledTheoMap=Untitled Theo Map
ArchieCollab_1_Archie_UntitledTheoMap_author=by The Line
ArchieCollab_1_Archie_UntitledTheoMap_collabcredits=
   Playtesting: {# 2a2a2a#} SMB, metagloria{#}
   Misc. Feedback: {# 2a2a2a#}jimmyclyde,{n}Sevadra, Dragon512{#}

ArchieCollab_1_Archie_MeteorShower= Meteor Shower
ArchieCollab_1_Archie_MeteorShower_author=by Stuttgarden
ArchieCollab_1_Archie_MeteorShower_collabcredits=
   Music:{# 2a2a2a} Matt Sexton -{n}A Gift from the Stars{#}
   Playtesting:{# 2a2a2a} racoongal,{n}metagloria, cozy_ig, idontexist{#}

ArchieCollab_1_Archie_AmericanHousingCrisis=The 2000's American Housing Crisis
ArchieCollab_1_Archie_AmericanHousingCrisis_author=by jimmyclyde
ArchieCollab_1_Archie_AmericanHousingCrisis_collabcredits=
   Decoration, Hazards, Heart Room:{# 2a2a2a} exorax{#}
   Berry Room:{# 2a2a2a} Sevadra{#}
   Tileset:{# 2a2a2a} PowerAV{#}
   Music:{# 2a2a2a} Empress - Magic Sword{#}
   Playtesting:{# 2a2a2a} Sevadra, SMB, Stuttgarden, idontexist{#}
   Room Names:{# 2a2a2a} exorax, Sevadra, SMB,{n}abiteofdata, Metagloria, Zkad, Cuberstache{#}
   Shoutout to Star_yang for S.B.W.W.{#}
   {# aa0000}NOTE: Due to this map's difficulty,{n}it is not required for the heart gate and rainbow berry.

ArchieCollab_1_Archie_LemonTemple=Lemon Temple
ArchieCollab_1_Archie_LemonTemple_author=by tempfelix
ArchieCollab_1_Archie_LemonTemple_collabcredits=
   Music:{# 2a2a2a} speed.exe - HM02 FLY{#}
   Playtesting:{# 2a2a2a} exorax,{n}SMB, metagloria{#}

ArchieCollab_1_Archie_TripleA=AAA
ArchieCollab_1_Archie_TripleA_author=by amberlovesarchie
ArchieCollab_1_Archie_TripleA_collabcredits=
  Additional Mapping:{# 2a2a2a} raccoongal{#}
  Decoration:{# 2a2a2a} raccoongal{#}
  Music:{# 2a2a2a} Lorn - Set me Free{#}
  Playtesting:{# 2a2a2a} Sevadra, SMB{#}
  Shoutout to flagpole1up{n}for blast processing{#}

##############
# MAP DIALOG #
##############

ArchieCollab_exorax_super=SUPER


CUBERSTACHE_FORESTRUSHBSIDE_INTRO1=
[MADELINE left normal]
Welcome to Forest Rush B-side!
This map is based off a map called Forest Rush by mmm, which is part of the Strawberry Jam collab.
It's a fantastic map and I highly recommend playing it! However, it's not required to understand or enjoy this map.
This map will be significantly harder, requiring precise and dense inputs as well as some more advanced tech like chained ultras, cornerboosts, and more. Familiarity with these will be assumed.
This area has some important tutorials for the more unique mechanics of the map.
For the best experience, explore all 4 before starting on the rest of the map.
Have fun!

CUBERSTACHE_FORESTRUSHBSIDE_SPRINGS=
[MADELINE left normal]
These are momentum springs.
Unlike normal springs, they keep any speed you have going into them.
Play around!

CUBERSTACHE_FORESTRUSHBSIDE_WATER=
[MADELINE left normal]
Water!
This map uses waterboosts. When near the surface of water, it's possible to jump multiple times.
Each jump gives you more speed. This map never requires more than two jumps in one pool to get enough speed to complete the screens.
Having two separate jump buttons is essentially required.
Try doing an instant hyper followed by another jump on the water in the rightmost pool, then downleft to the second pool and do two jumps on it to get to the left.
If performed correctly, you shouldn't have to dash to reach the platform, so don't worry about getting your dash back from the water.
Lastly, keep in mind that jumps adding speed is true everywhere. If you're struggling to get enough speed to complete a screen, see if there's anywhere you could add a jump.
Enjoy!

CUBERSTACHE_FORESTRUSHBSIDE_MUSHROOMS=
[MADELINE left normal]
You might remember these mushrooms from the original Forest Rush. They're bouncy!
They preserve and redirect your speed when you hit them, as well as giving you a small speed boost.
Dashing into the mushrooms gives you a larger boost than normal, so make sure to use that whenever possible.
Experiment with the mushrooms here!

CUBERSTACHE_FORESTRUSHBSIDE_GULTRA=
[MADELINE left normal]
The last tech for this map is the grounded ultra.
This is done by dashing down diagonally on the ground. A common way to do one is to perform an extended hyper and dash again immediately after the jump for the hyper.
If you're already at high speeds, you can simply jump and down diagonal dash into the ground without doing the hyper. Make sure the jump and dash are still close together!
This gives you a 1.2x speed boost like a regular ultra, but you lose your speed when the dash ends.
However, you can keep the speed if the dash gets interrupted.
Try doing a hyper into grounded ultra into the momentum spring here and another grounded ultra under the spinners at the end of the screen after building up some speed.

CUBERSTACHE_FORESTRUSHBSIDE_BINOSTORAGE=
[MADELINE right normal]
Hey! I bet you're wondering how to get all the way to that berry over there.
This berry uses a tech called bino interaction storage.
This room you're in with binoculars and nothing else is here for a reason!
Go to the binos and interact with them, then jump on the very next frame. Pause buffering is encouraged!
If you want, you can bind a button to pause + talk to make this easier. Then the inputs will be pause -> unpause -> buffer pause + talk -> unpause -> buffer jump
Without a pause + talk button, do the same thing but press talk then pause quickly after instead of pause + talk.
If performed correctly, you now have bino storage!
All that's left is to do a grounded ultra into the transition to the berry room, then jump after the transition.
If everything was done correctly, you'll get a big jump with big speed rather than just a hyper.
Good luck!


ArchieCollab_raccoongal_scrapped=
if you're reading this, this room is SCRAPPED!!!!!!!!!! you can play it if you want, but don't expect any polished gameplay.

ArchieCollab_raccoongal_proTipSpeed=
PRO TIP!
In this map, Dream Blocks maintain any speed that you had upon entering them, allowing a lot of high speed interactions.
Expect to go a lot faster around and inside of Dream Blocks!
(Additional pro tip: Any dreamjumps are intended to be done as soon as possible for you.)

ArchieCollab_raccoongal_proTipAccelerator=
PRO TIP!
If you dreamjump out of a Bounce Dream Block, you will only get the height from a normal dreamjump, no matter how high or low the block tries to propel you.

ArchieCollab_raccoongal_proTipHandbrakeA=
PRO TIP!
Block boosts are a funny thing. If you jump out of the LEFT side of a dream zipper that is moving RIGHT...
Your speed will get reduced instead of increased, which can line you up to go through some tight gaps!
If you don't get the speed reduction, it means you dashed too late to get the block boost, or didn't buffer the jump.
Going neutral is also crucial to fit through the gaps; try this out here.

ArchieCollab_raccoongal_proTipHandbrakeB=
PRO TIP!
Here, you can upleft dash and jump out of this dream zipper to have your horizontal speed reduced, but your vertical speed increased.
This is a surprise tool that you can use later c:

ArchieCollab_raccoongal_proTipPushback=
PRO TIP!
Here's a fun fact for you: The timer for dream block boosts is 9 frames after you either exit the dream block, or the dream block stops moving.
In human terms, if you want your dash or jump to get influenced by the dream block's momentum, you should dash/jump as soon as possible.
...of course, sometimes you might NOT want to get the boost...

ArchieCollab_raccoongal_proTipFeather=
PRO TIP!
Feather Dream Blocks don't let you maintain your speed... or do they?
It turns out you CAN maintain your speed into them, but ONLY if you don't input any directions while entering them.
This also applies to if you want to dreamjump upon exiting the block; your jump NEEDS to be neutral or else you will lose your speed.
For example here, you'll want to rightdash out of the ultra, then immediately let go of all directions until after you have dreamjumped out of the other side.
When you want or need to reset your speed back to normal, just steer inside the block like you normally would.

ArchieCollab_raccoongal_proTipEscapeVelocity=
PRO TIP!
buffer

ArchieCollab_raccoongal_proTipSoundbarrier=
PRO TIP!
You don't need dream doublejumps for this room, but if you WANT to, there's a route that uses them...

ArchieCollab_raccoongal_proTipHelen=
PRO TIP!
In these rooms, you can completely reverse your speed by jumping while pressing the opposite direction.
This makes true reverse ultras possible. Try it out here!

ArchieCollab_raccoongal_proTipConversion=
PRO TIP!
downleft downleft downleft downleft upleft upleft upleft downleft downleft downright downright downright downright upright downright downleft downleft downleft downright
Hope this helps!!!!!

ArchieCollab_raccoongal_buhbaiCopypasta=
I’m- I’m never playing again.
This- that’s it, I’m fucking- I’m uninstalling. This is it.
Umm, I- no. no. no...
...
WHAT
THE
FUCK 
is that reflection split?!
SIX TWENTY TWO!!!!! 
SIX TWENTY TWO. 
You can save a FUCKING MINUTE on that.
6:22. My COCK 6:22, fuck this shit.

ArchieCollab_raccoongal_surprise=
upleft
upleft
upright
upright
up
down
down
down
right
left
downright
downright
downright
downright
downright
downright
down
down


ArchieCollab_tofu_TUTORIAL_GRABSPAM= Hold Jump


ArchieCollab_MathHacker_tutorial_wb=
While standing on the block, dash up, and jump at the top to get a wall bounce.
The spacing between the jump and the dash is exactly the same as an extended hyper, except with the dash directed upwards.

ArchieCollab_MathHacker_tutorial_jta=
Here, you can do a "dash bounce".
Start with an up dash like before, but instead of just a jump at the top, jump AND dash down right at the same time.  
Using a dash + jump input bind is highly encouraged, but not strictly necessary.
If done correctly, you will automatically gain vertical speed after the second dash ends.
If you die to the red spinners, you're probably doing the dash + jump too late and just hypering after the block stops.
If you die to the blue spinners or anything else happens, you're probably doing the dash + jump too early and/or mis-directing the initial up dash.

ArchieCollab_MathHacker_tutorial_bubble=
You can also dash bounce with a fast-bubble instead of a dash (in this case, directed left).
With this setup, you can input the combined dash + jump earlier.

ArchieCollab_MathHacker_tutorial_direction=
You can dash in any direction on the second dash to get a dash bounce.

ArchieCollab_MathHacker_wall=
Tip:  If you're not entering the bubble after the dash + jump, you're probably too far from the wall.
The respawn point is the farthest from the wall you can be where it still works.

ArchieCollab_MathHacker_lapis=
Oh, how nice of you to visit!
Say hi to the cats for me.

ArchieCollab_MathHacker_easy=
literally how did you manage to die this is like the easiest room

ArchieCollab_MathHacker_cat=
It is quite cold outside.  I must find a way to stay warm
If I am to make it to The Ritual.

ArchieCollab_MathHacker_cats=
Do not mind us.  Please, go on ahead.  
We are resting before The Ritual.

ArchieCollab_MathHacker_offering=
Your offering is greatly appreciated.  It shall serve us well.                Please, do join us when you are ready.

ArchieCollab_MathHacker_ritual=
Welcome.  At Last, you have made it to the ritual.                                 One final sacrifice is now required.


ArchieCollab_dragon512_billboard=
Hi, I hope you enjoy this map! Just a few things I want to mention.
Tileset and stylegrounds are both from public assets, so credit to Juno for that.
Song is Owari to Hajimari no Oto by Umeboshi Chazuke.
Oh also,
TRANS RIGHTS!

ArchieCollab_dragon512_tutorial1=
A Not Very Nice View


ABITEOFDATA_OVERTHEHILLS_INTRO=
[MADELINE left normal]
This map is a double jump ultra map. Having two jump buttons is a necessity, especially in later parts of the map.
In the tutorial sections, snow background will be a dash indicator, while a cliffside background will act as a jump indicator. 
Upside-down jumpthroughs act as a setup for a demohyper: simply climb-jump into it and demodash.
Later parts of the map assume knowledge of multiple block boosts.
Happy ultraing!

ABITEOFDATA_OVERTHEHILLS_OLD=
[MADELINE right normal]
This was the old final room, and it was scrapped because it is tediously long. 
Proceed with caution.

ABITEOFDATA_OVERTHEHILLS_BONFIRE=
Bonfires set your spawnpoint.

ABITEOFDATA_OVERTHEHILLS_JELLY=
After this, there is no turning back.


ArchieCollab_sevadra_1=Hi! Sev here!
Welcome to Shiverburn Spire! To get you started, I am using these outlines to indicate dialog fields for certain tutorial sections.
These will be here to explain mechanics for necessary rooms.
To start, these black bubbles are Dream Bubbles. They will go through walls.
The one bubble here is tied to a path which curves. You will see both these and normal dream bubbles in the map.
The Standard bubbles you will see will be affected by Core mode. On Cold mode they will be short bubbles, and on Hot mode they will be long bubbles.
While using the watchtower right next to you, you can see the modes switch to reflect this.
...
One more thing: In relation to bubbles throughout the map, a large handful of sections simply do not work with slowbubbling, so fastbubbling is recommended as first instinct here.

ArchieCollab_sevadra_2=This map will make use of two specific aspects of core blocks. The first one demonstrated here is Reform Jumps.
When the block is broken, it has a set time to stay broken before it reforms itself. However, if Madeline is standing within the bounds of the block, it will not reform until the moment she leaves.
This is independent of core mode. 
Because of this, and the fact that the block reforms at the same position every time, the reform can be used to get a jump off of the far edges of the block as she leaves.
Every block that requires a reform jump is outlined with an orange outline to help you visualize the block dimensions for these jumps better.
I will mention that many reform jumps in the map will assume full height off of a previous jump, and that this may be hard to achieve for some players with only 1 Jump Button.
While rebinds are not mandatory, if you have struggles with this, binding a second jump button may prove useful.

ArchieCollab_sevadra_3=The second specific aspect of the core block used, specifically the lava core block, is the tech known as the Core Hyper.
As a reminder of how core blocks work: when Madeline grabs a block at any position relative to the core block's center, she will be shifted in a direction with respect to its center.
Towards the end of this shift for the would-be launch, Madeline is granted 5 Coyote Frames as if she were walking off of a ledge to obtain normal Coyote Time.
During these frames, if you input an instant hyper, Madeline will get a hyper off of the block while still airborne. Releasing grab during these frames is not necessary to input the hyper.
These hypers will also inherit liftboost momentum from the coreblock, hence the tech name.
The visual for this tech is a lot later than most people generally anticipate:
If you get a block-boosted dash with no hyper, you did the hyper too early. If you dash by the time the block breaks, you did the hyper too late.
While rebinds are not mandatory, I will also suggest if inputting instant hypers is difficult for you, a Demo + Jump bind may prove useful for this tech.
For all intents and purposes, the map is made to normalize core block positioning as consistently as possible for these inputs to reduce variance; I may not have succeeded everywhere. 

ArchieCollab_sevadra_4=From hereon, these lava/ice hazard blocks will appear throughout the map, and will be outlined with colors as shown above.
The core block is here to show the difference in colors between the outlines for the Core Block and the Lava Block.
At some points a few of these outlines will overlap.

ArchieCollab_sevadra_5=(This is the last mechanic introduction I promise)
Rising and Sandwich lava.
Non-sandwich lava will always rise at a constant rate regardless of core mode, but will not rubberband to the bottom of the screen if the player loses sight of it.
Sandwich lava will rise during hot core mode, and fall during cold core mode, both at constant speeds.

ArchieCollab_sevadra_f=Wow! You did it!
Some of these parts (especially toward the end) may have been a *little* more difficult or unclear than I wanted them to be, and moreso than you probably expected.
Please feel free to give me some feedback about how everything sucks and I should delete the map.
This map was a lot of fun to work on for this collab, and I appreciate Amber for propogating this project,
the feedback from the people credited in the level select screen for helping with fine tuning,
alongside racoongal and exorax for taking the reigns when the project went in limbo. You wouldn't be seeing this without their efforts!
Finally, appreciation to various streamers who played this on early release and provided extra feedback for places to touch up! Thank you!
I'm excited to make more in the future, and I hope you had fun! <3

ArchieCollab_sevadra_secret=LONG LIVE
secureaccount
yujene
carrarium
Nene22
Programmatic
irisu624
Wojowu
ebrechler
kokkoro


ArchieCollab_tiyo98_cuetutorial=
   Lifebuoys can safe your life. Always pay attention to them!


LINE_GRAN_DIALOG=
	[MADELINE left surprised]
	{# 00FF00}Granny{#}, what are you doing here?

	[Granny right normal]
	I came to teach you some techniques that might be useful.

	[Granny right normal]
	I fear you may not understand the potential of your friend {# 00FF00}Theo{#} and that could be costly.

	[MADELINE left normal]
	Well, teach me!

	[Granny right normal]
	There are three techniques you need to know.

	[Granny right normal]
	The first one is called a {# 30e0FF}Theo Lift{#}.

	[Granny right normal]
	If you throw {# 00FF00}Theo{#} against the wall, you can dash up and grab him to gain an additional upward speed boost.

	[Granny right normal]
	The later you grab {# 00FF00}Theo{#}, the later you get the boost and the more overall height you get.

	[Granny right normal]
	If done correctly, you can gain significantly more height than just an upwards dash.

	[Granny right normal]
	It may help to put a bit of space between you and the wall so you hit {# 00FF00}Theo{#} higher in your dash.

	[Granny right normal]
	The second technique is called a {# 30e0FF}Theo Ultra{#}.

	[Granny right normal]
	This one is a bit more technical and requires explanations of other techniques.

	[Granny right normal]
	Dashing down diagonally after an extended hyper or a wavedash is called an {# 30e0FF}Ultra{#} and gives you a 1.2x speed boost.

	[Granny right normal]
	Doing this against the ground is called a {# 30e0FF}Grounded Ultra{#}.

	[Granny right normal]
	If you do a {# 30e0FF}Grounded Ultra{#} normally, your speed will be reset when you leave the dash state.

	[Granny right normal]
	However, grabbing {# 00FF00}Theo{#} will force you out of the dash state without resetting your speed, allowing you to keep the large amount of speed you just generated.

	[Granny right normal]
	A {# 30e0FF}Theo Ultra{#} is this technique of grabbing {# 00FF00}Theo{#} during a {# 30e0FF}Grounded Ultra{#} to preserve speed.

	[Granny right normal]
	The third and final technique is called a {# 30e0FF}Neutral Drop{#}.

	[Granny right normal]
	This one is simple. Hold down and release grab and {# 00FF00}Theo{#} will be placed without being thrown.

	[Granny right normal]
	This allows you to more precisely control where he is placed.

	[Granny right normal]
	This can also be performed immediately after a {# 30e0FF}Theo Ultra{#} to leave {# 00FF00}Theo{#} behind.

	[Granny right normal]
	Hold down and forward during the pickup animation to gain the speed without taking {# 00FF00}Theo{#} with you.

	[UNKNOWN]
	Note to the player: This is slightly more complicated if you play on controller.

	[UNKNOWN]
	Due to how analog deadzones work, this is very jank to do using the joystick. It is recomended to either use the dpad or bind another button to down and hold that.

	[Granny right normal]
	Understand all that?

	[Madeline left sad]
	I think so.

	[Granny right normal]
	If you forget, just come back and talk to me again.

	[Madeline left normal]
	Thanks {# 00FF00}Granny{#}!

LINE_GRAN_DIALOG_2=
    [UNKNOWN]
    Spoiler Warning: This cutscene contains a hint to the following section. SKip the cutscene now if you would not like the hint at this time.

    [Madeline right surprised]
    {# 00FF00}Granny{#}, how do I do this part?

    [Granny left normal]
    They warned me you'd get stuck here...

    [Granny left normal]
    Very well, I will give you a hint.

    [Granny left normal]
    Remember, a {# 30e0FF}Neutral Drop{#} can be performed during a {# 30e0FF}Theo Ultra{#}.

    [Granny left normal]
    Buffer a down press during the pickup animation and you will leave theo behind but still get the speed boost.

    [Madeline right normal]
    Thanks {# 00FF00}Granny{#}!


ArchieCollab_Stuttgarden_granny=
[GRANNY right normal]
See this bubble right here?

[GRANNY right normal]
If you enter it, you will get teleported to the bubble inside the spiked room.

[GRANNY right laugh]
But then, the room will begin to shrink!

[GRANNY right normal]
To escape, you must collect all the touch switches, including the one in the center.

[GRANNY right normal]
If your timing is right, when you collect the switch between the two crumble blocks, a spiked block will come at you. 

[GRANNY right normal]
Be ready to dodge!

[MADELINE left normal]
Thanks!

[MADELINE left distracted]
What about the berry?

[GRANNY right laugh]
I'm here for progress, not to help you with collectibles!

[GRANNY right normal]
I will tell you this, though.

[GRANNY right normal]
I recommend using the binoculars and planning ahead.

[GRANNY right normal]
Some of the moves required for the strawberry are hard to sight-read.

ArchieCollab_Stuttgarden_tower=
"If you have made it here, you might have already realized,
but navigating the screen as fast as possible is not always the answer.
If you try to go too fast, a block might come straight at you.
Fortunately, green bubbles let you adjust the activation time.
You can use that to wait for certain hazards to cross your path.
For example, see that bubble just to the left of a crumble block, halfway up the screen?
Try to time a reverse super right after a spiked block moving upwards goes by."
There is a handwritten note at the bottom:
"I could not keep up with the speed of those blocks, but I found another way out.
First you must activate the switch.
Then you must avoid the moving blocks.
If you choose to hide, it must be somewhere that will not reset the room.
Once the blocks have stopped, you can climb your way up.
However, the last dash crystal will be hidden, so the last jump will be harder."

ArchieCollab_Stuttgarden_overlap=
A few tiles of these crumble blocks are covered in snow. Can you see them?
They are actually part of separate crumble blocks.
Normally, two crumble blocks cannot overlap. A crumble block will not respawn if another one is on its way.
That means that, if you step on one of these long crumble blocks, they will not respawn until the small ones have disappeared.

ArchieCollab_Stuttgarden_intro=
CAUTION: UNSTABLE GEOMAGNETIC FIELD
Activating a touch switch can trigger sudden alterations in the magnetic field.
These alterations can cause large lumps of metal to be thrown in various directions. 
Such events can last for a few seconds.
Proceed with caution.
The touch switch activation events can be safely observed from a sheltered location.

ArchieCollab_Stuttgarden_debug=
[GRANNY right mock]
I see you have discovered Debug Mode.