Poise_Coalescence= Divergence
Poise_Coalescence_Map1= Coalescence
Poise_Coalescence_Map1_Cadence= Idyll
Poise_Coalescence_Map1_Compliance= Forlorn
Poise_Coalescence_Map1_NCE= %d#&
intro= Welcome, Madeline. Friendly reminder that dying is strictly prohibited in this facility.

unjank1=
I am exceedingly grateful for the recent influx of players interested in trying out this map. One major criticism is that the map is jank, and it is valid. It is impossible to remove all manual timings while preserving the unique tech of the block. As such, I'm now rolling out more tech and some patches to hopefully make the experience more "Aww I input this wrong" rather than "WHY TF ISN'T THIS WORKING AAAAAAAA".
I've found out that the previous updiag then smuggle can be inconsistent due to the positioning of Madeline after dashing as well as the grab hitbox of the block. If you struggle to execute the smuggle (Can't grab the block after updiag dash), then you can do one of two things:
a. Don't buffer the smuggle, instead, wait for a small bit; If this still doesn't work,
b. Do this New Tech!
Do note that this tech is not required to complete the map. With enough practice, everything becomes consistent. Although much harder.
unjank2=
This is called a DGS (Dream Grab Smuggle). It is a consistent smuggling method, although it is only utilized conditionally depending on your position.
To execute a DGS,
1. Enter Dream Grab. 2. Enter the inputs for a smuggle while Dream Grabbing.
That's... Literally it. Now the great thing about this is that your Dream Grab time can be exceedingly short, and it just works.
Here, don't grab the block. Instead dash into it and do a Dream Grab, then try smuggling this way. 

unjank3=
So now, with your newfound knowledge, this can be applied to the previous challenge, which makes it consistent (if you were struggling). The horizontal smuggle only works if the Block is falling. Diagonals always work.

opulencehint=
To make this room less jank, here are some tips.
1. Dream Double Jumping later in Coyote Time gives more distance (With the block, I have no idea why). It's useful for the ddj edlift.
2. If you want a height increase for the ddj edlift, tightening your dream grab to jump is effective. It's harder, but the height difference is obvious.

basicsmuggling=
Basic Smuggling

bs1=
Welcome to Coalescence. Thank you very much for downloading this map.
The prerequisites for this map are Dream Smuggles, Theo Dream Hypers (Thrypers) and Dream Double Jumps. Grabless Thrypers are not required.
Prove that you can do these two by completing this simgple challenge!

bs2=
This is a Holdable Dream Block. If you are curious how it's implemented, I used Frost Helper's Custom Dream Block + Eevee Helper's Holdable Container.
Smuggling with this block is more difficult because it's a solid. You can squash yourself with the block if used incorrectly. 
Here, do a neutral drop smuggle with the holdable.

bs3=
Here, play around with the block as much as you will. When you're ready, proceed to the right for actual tech tutorials.

bs4=
The first new tech in this map is called a "Standing Smuggle". Unlike regular theo, you can smuggle while standing on top of the block.
Here, try it.

bs5=
A practical example of Standing Smuggles will be given after this tutorial.
Since you cannot be inside the hitbox of the holdable, unlike Theo, you'll need to be on the sides to smuggle.
Therefore, regular upsmuggles are replaced with another variant. 
On the right, you will see a {#6A0000}Red{#} outline.
This outline means you will need to perform a tech while on the sides or under the holdable. In this case, it means you need to smuggle upward.
The position of the outline means the ideal spot for the holdable to be in when performing the tech.
Here, follow the playback ghost and do an upsmuggle. Throw the block towards the wall, so it aligns with the border when it bounces out.
Then, position yourself within 7 pixels of the block, then smuggle up.

bs6=
Introducing the {#F6CE18}Yellow{#} outline!
Yellow outlines mean that you will need to perform a tech while on top of the holdable. In this case, you will need to smuggle upright.
On the red outline, release grab and immediately dash into the block. Then, there is a short window where you can dash then grab the block. {~}This is bufferable{/~}.
Smuggle upright at the yellow outline! Remember to press dash, then grab. If you fail to smuggle the block, chances are you pressed dash too late or you input grab too late.

bs7=
Now, let's combine the previous two tutorials! Bring the block to the end!

bs8=
We've covered all the smuggling tech for the first 2 rooms of Coalescence! Now, let's learn some movement with the block.
You can ultra out of the block. The block is configured to conserve your speed. Here, dash into the block, dream jump, then ultra.
Unfortunately, this is only used twice throughout the map. Perhaps I will make an expert-low GM map with this.

bs9=
You can Dream Hyper out of the block for a lower arc. Unfortunately, this is used only twice in this map as well.

bs10=
Let's talk about leniency and the window for grabbing the holdable. This is one of the most important things about this map.
The respawn point is perfectly setup such that you can grab the holdable even though there's a gap between it and you. You do not need to face the holdable.
Each square in the background represents 8 pixels. Here, the player is shifted 1 pixel left from the center of the line.
The maximum distance you can grab the block from the side is hence 7 pixels. To maximize the timeframe to smuggle, try to input the grab as close as the dash input.

bs11=
Grabbing the holdable from the bottom and top is harder. If you stand on the ground, you won't be able to grab the first holdable, but you can for the second.
Since Madeline is 9 pixels tall, and the block is shifted 2 pixels downward, the maximum grab distance from below is 14-9 = 5 pixels.
Grabbing the block from above is harder. The max distance is 3 pixels. Here is a jumpthrough aligned perfectly such that you can grab the block while standing on it.


return=
Return

gym=
Gym

hub11=
Dream Lifts

hub12=
Reversion Smuggles

hub21=
Advanced Smuggling

hub22=
Stall Tech

new=
New Tech!

smuggling=
  {# e6e6e6} Welcome, Madeline. It is assumed that you are familiar with {~}dream smuggles{/~}. If not, it is highly recommended that you watch a tutorial or familiarize yourself with this mechanic first.
There are 3 ways to do dream smuggles in this map. The first way is to execute a throw. Do a fast theo regrab and immediately dream smuggle. This is super difficult and not recommended.
If you die before entering the dream block, it's likely because you are too far away from the dream spikes.
The second method is to do a neutral drop smuggle. Important: Make sure you are still rising up when you neutral drop it to ensure you can grab the block when smuggling.
The first new method in this map is to smuggle while standing on top of the block, which is the easiest to execute. We call this a standing smuggle. 
Here, try all these 3 methods. Bear in mind that the block will kill you if it squishes you. 

m1=
Now that you know how to dream smuggle, it's time to introduce some of the nuances and complexities of the map.
The first major difference is that smuggling in this map is far tighter and harder than usual. If you've played {# f6ce18}The Solar Express {#}by Soloiini, You will know that you can smuggle while your hitbox overlaps with Theo. However, this is not the case in this map. Since the holdable is a solid, you have to be either on top, under, or at the sides of the block to smuggle. 
Here, try to smuggle Theo and the block without moving their positions. You'll realize that you have to position yourself in a spot where you can smuggle. 

m2=
This map will be incredibly frustrating if you had to figure out all the setups for smuggling on your own. As such, this map provides outlines for ideal block positions for setups.
{# 6a0000} {~}Red{/~}{#} outlines indicate positions where the block is above or on the side of you, and {#f6ce18}{~} Yellow{/~} {#} outlines indicate positions where the block will be under you. 
Remember that the holdable is a dream block and can be used as well. Proceed to examples on the left.

standing=
This is a standing smuggle variant. After dashing into the holdable, the velocity of the block will cause it to continue rising up.
There will be an instant where you will be standing on the block (OnGround flag). This is the frame where you want to smuggle.

inception1=
Extended Hyper Dream Jump Ultra Gultra Dream Jump

inception2=
Nyooooom

inception3=
2 Full Length Theo Climbs

inceptiontip=
When the dream block has a velocity, dashing through it adds your velocity and the dream block's velocity. 
To optimize the distance of the ultra, make sure the dream block is still travelling upward when you dash through it. Dream Jumping in coyote frames will help as well.

chill=
Chill Zone up there!

credits=
I am forever grateful to the people that participated in the production of this map.
The foreground tilesets are made by Crispybag and Maya.
The Gym Tilesets are adopted from Strawberry Jam Grandmaster Gym and is made by Circumplex.
The music you're listening to is Rectangle - Peppsen (Shapez).	
Thank you Summer and jftyjghj for Playtesting in early stages.
Most importantly, thank you, perilune, for your unwavering support.

vintro=
Versatility

versatility=
The block acts very differently from regular theo crystals and dream smuggles are less lenient. 
One thing to note is that releasing grab when smuggling diagonally will result in the block falling vertically. Use this to your advantage.
Since the block is a solid, unlike a theo crystal, if the bottom of the block contacts Madeline's head, it will squish her, resulting in her unable to grab the block. Be wary of this.
Remember that you cannot smuggle if you're squished. In that case, fastfall to make way to smuggle.

vt1=
Don't hold grab!

reversion=
It is difficult to smuggle through dream blocks without setup. However, there is a tech that allows you to manually set up smuggles consistently.
Procedures: 1. Time a throw such that the holdable will pass through an ideal spot to smuggle, 2. Killing time by dashing through the dream block and back, and 3. Smuggling. We call this a "reversion smuggle". 
The later you throw the block, the more it will bounce out after colliding with a surface, which will lead to undesirable outcomes. 
Try to experiment with different throwing distances to find an ideal one. The throwing distance will also vary based on your speed, so try to get a feel.
The dash through and back is not a buffer. You will need to wait a bit before dashing back. The red box tells you an ideal position to smuggle, but it is for reference only. Happy smuggling.


dlift=
You may have accidentally noticed that you can grab the dream block after you dash up diagonally out of it, resulting in virtually infinite propelling. This is called a {~}Dream Lift{/~}, or DLift for short. 
Do not worry if this is not the case. Throw the block and immediately dash up diagonally into it. Hold grab and you will be able to grab the block.

edlift=
DLifts are cool, but you can extend the distance from a dlift, as known as an Extended Dream Lift (Edlift). 
To execute an Edlift, release grab and dash into the block, then do a Dream Grab. 
Once you're dream grabbing, hold the direction key you want to move in, and press jump. You should propel further.
The entire edlift is a smooth motion. It is as of now the quickest way to traverse large distances while carrying the block.
Here, hold jump for maximum length. 	

edlift1=
Here are the detailed mechanics of the extended variant of Edlifts.
The normal Edlift, which you have been likely doing, is done by dream grabbing, waiting, and jumping. During this process, there is speed lost during the time you dream grab.
The Elevated Edlift (E2Dlift) is done by significantly reducing the time between dream grabbing and jumping, making it almost an instantaneous process.
{#9F9F9F}Edit: Post-Release Poise here, I just realized the window for pressing jump for this is a fucking 1f, uhhh, good luck I guess?
So I actually mapped and played this whole thing not realizing this is a 1f. How tf did I get consistent at this?
{#}The window for pressing jump and the direction key is exactly 3 frames after you begin to dream grab, including freezeframes. 
Here, the only way to clear this gap is by doing an elevated extended dream lift. Good luck!

again=
Practice Again
cintro=
Cadence

dintro=
Dissonance

highway=
You can perform {~}Dream Double Jumps{/~} when entering the block, because why not? Dream Double Jump Ultras are cool, because it's one more word than Dream Jump Ultras!
Here, you will only gain enough speed if you Reverse Wave Gultra and Dream Double Jump Ultra. Have fun nyoooooming!

abt=
Delay Jump

abh=
Opulence

dgrab=
You may have noticed when executing Edlifts that you can just dream grab onto the block without letting go.
Here, hold onto the block. You will clear the gap.

dgrab2=
When you are dream grabbing, you can abruptly end the grab state by jumping. This will propel you upwards.
You can either change directions by holding the direction key opposite to your travelling direction, slow down greatly by jumping without a directional input, 
or accelerate by holding the direction key in your moving direction.
Here, use whatever methods to stall. The shatter flag switch gate will shatter after 6 seconds.

dgrab3=
Dream Grab, Jump Left, Dream Grabb, Jump Right!
grabend=
You're not ready for this, Madeline. Are you?

advsmuggling1=
To execute a diagonal downwards Dream Smuggle, you will need to align yourself almost perfectly using reversion. This is a step up from reversion smuggles.
Unlike normal reversion smuggles, you will need to stall longer for the block to fall into position. There are two ways to align yourself.
For simplicity, assume that we are travelling right. The first method requires that you align yourself to the bottom right corner of the holdable, then smuggle downright.
The second method is to align yourself to the right side of the dream block. Try to hug as close as possible to the block, then smuggle downright.
You can achieve the above two methods by either throwing the block later, or stalling longer on the dashes. This is rather tight, and requires practice.

luck=
Good luck in the higher levels of Coalescence.

irrad=
Irradiance

irradiance=
There are invisible dash through spikes on top of the dream block to prevent cheesing. It does not affect gameplay.
For the downdiag smuggle updiag smuggle part, you want to updiag smuggle as soon as you can after the buffer window. Do not buffer it, though.

irrend=
Madeline, are you sure about this? Think carefully...
[Madeline left upset] I signed up for this, now go away. Who even are you?
[Poise left normal] I am Poise, the creator of this map. I just wanted to make sure you were {~} well-prepared{/~} for what's next.
[Madeline left normal] Don't you underestimate my ability to hurl myself face first into obstacles tens of thousands of times.	
[Poise left normal] Sigh, should not have underestimated you.

Yes=
[Madeline left normal] Yeah, I guess.

YES_SAY=
[Poise left normal] I need a more definite answer than that. This is by no means an easy task.

Q1=
[Madeline left normal] What was your inspiration to make this map?

Q1_SAY=
[Poise left normal] Ivory, a Strawberry Jam collab cracked grandmaster map, featured a holdable dream block in their last common room, Parasol.
I thought it would be fun to experiment with holdable dream blocks. Needless to say, judging from the postcard, Solar Express was also a great inspiration as it sparked my interest in dream smuggles.
After extensive experimentation, over tens of new tech have been found. After deliberate consideration, only two of the tech is featured in the normal rooms of this map. The berry rooms have more to offer, though.

Q2=
[Madeline left normal] Can I get more nyoom gameplay? 

Q2_SAY=
[Poise left normal] The first room, Inception, featured an extended hyper dream jump ultra gultra. I think it's very fun, but I am not very familiar with speed gameplay myself. Although I do promise that there will be more towards the end of the map, I think an entirely new standalone map featuring speed gameplay would be more fitting.
This map focuses a lot more on manipulating the dream block and smuggles on its own.

Q3=
[Madeline left normal] How many rooms are remaining?

Q3_SAY=
[Poise left normal] There are only 2 rooms left for you, Madeline. The next room features stalling tech and high precision, which is another step up from the existing rooms.
The last room is an amalgamation of all the rooms in this map, as one would expect. Naturally, it would be the most difficult room so far.

Q4=
[Madeline left normal] What is something you'd like everyone to know?

Q4_SAY=
[Poise left normal] I like Celeste.

End=
[Madeline left normal] I was born ready.

End_SAY=	
[Poise left normal] Well then, I guess you'd like to proceed. Good luck.

judgement=
Zephyr

judgeend=
[Poise left normal] Good luck.


divinity=
Divinity

divend1=
Fleeting, forever.

divend2=
A fragile soul, small but determined.

divend3=
Shattering reality.

divend4=
Go on, and venture the lands,

divend5=
Before the end is nigh.
poem_Poise_Coalescence_Map1_A=
Resplendence

tbc=
To be continued...

resolutionend=
[Poise left normal] The illusion of free will.

compliance=
Compliance

hub31=
Bumper Tech

hub32=
Holdable Tech

bumper1=
To phase through a bumper, dash into it at the right height and buffer a dash to phase through before it re-solidifies.

bumper2=
To phase through a bumper with a holdable, release grab during freeze frames, then buffer a dash to phase through it before it re-solidifies.

bumper3=
When you release grab during freeze frames, you enter something called "Launch State". The game will think that you are not holding any entity even if you are doing so.
To regain control and perform tech with the holdable, press grab. Then you will revert to normal state. 
Here, phase through the bumper, press grab, then perform an Edlift.

impossible=
This one is impossible! How do you get through that???

bumper4=
To phase through a one-time use bumper diagonally, hit the bumper without immediately releasing grab. Release grab as soon as possible when you cannot enter launch state i.e. wait a bit before releasing grab.
Then dash through the holdable. It only works if you 1. Do a Dlift before hitting the bumper and the Dlift hasn't ended yet,
 and 2. Hit the bumper while you are in dream grab state. Try to hit the bumper at the bottom left.

bumper5=
To phase through a one-time use bumper horizontally, dash through the dream block and hit the bumper on the centre left/right pixels of the bumper. Release all inputs, and grab the block after you get through. 
If the holdable goes through the bumper, but you bounced back, it's because you didn't hit the bumper at the centre left/right enough.

bumper6=
When you bounce vertically on a bumper holding the holdable, your height gained is smaller compared to bouncing without a holdable. 
To solve this, release grab during the freeze frames and immediately hold grab again. 
You should see your height increase. Moreover, you will enter launch state. You should see a white circle from your propelling of the bumper. 
Here, manipulate your height to make it across the gap.

bumper7=
To clip through a bumper from the top with a holdable, simply neutral drop the holdable and it will squish you through.

bumper8=
It is possible to clip through a bumper from the bottom with a holdable.
Firstly, hit the bumper at the bottom holding grab. Next, once the freeze frames end, immediately neutral drop, and dash up as soon as possible. 
Lastly, do a late theovator to grab the holdable.

aht1=
Introducing Dream Grab Smuggles (DGS), omitting the need for reversion smuggles.
Enter Dream Grab State by dashing into the holdable. Then, as the block is falling, climb down the dream block to about 3/4 length. 
During the process, do NOT press any left/right directional key. It will render you unable to smuggle.
Once you are at your desired height, dash towards your desired direction and you will be able to dash while holding the dream block.
You can smuggle while at different heights, but they are not consistent. Try to stick with 3/4 length.

aht2=
The previous statement was an exaggeration and reversion smuggles are still needed.
To determine whether you should do a reversion smuggle or DGS, check the dream block you need to smuggle through.
If the dream block has dash through spikes on both sides, you can choose either. If there's normal spikes on one side, it's a DGS.

aht3=
It would never be complete without a jelly holdable dream block.
The main difference between the jelly holdable and the normal one is that the jelly falls a lot slower, obviously.
Horizontal Smuggling is more difficult. To do a Jelly Reversion Smuggle, neutral drop the holdable at a position close to the dream block, fall a bit, then do a reversion smuggle.
You will need to manually time everything, which makes it tougher than normal reversion smuggles.
If you hit the holdable while doing the reversion dashes, you didn't fall low enough after neutral dropping.
Here, try to do 2 horizontal smuggles in a row. Try to avoid doing DGS. The timer begins when you grab the holdable.

aht4=
All tech to normal holdables apply except some subtle differences: DLifts are more lenient, EDlifts give less horizontal speed, but more height.
You can stand on the edge of the jelly holdable by simply dashing through it diagonally. This allows you to do standing smuggles. 

divtip=
After the backboost smuggle upwards (where you see the first yellow switch) perform a DGS to enter the vertical Dream Block. 
The DGS is taught in the gym here as well as the HDB Conspectus.
The upright dash and upright smuggle combo doesn't work consistently. No one wants that.
If you don't understand what this means, essentially dash into the Dream Block, Dream Grab, then initiate an upright dash to get through (without letting go of grab).
If you still do not understand, please send me a DM in discord: .poise

objection=
Objection

ascent=
Ascent

labile=
Labile

poem_poise_1_Map1_Map1_A=
Resplendence

LineOn=
On

finalentry=
Coalescence

finalentry2=
A Map by Poise

disclaimer=
The tutorials in this gym are self-contained, but some of them are outdated. I do not have the time to update them.
The HDB Conspectus (which is a gym) contains all the updated tutorials about HDBs. I highly suggest that you check that out for a more friendly difficulty curve in this map.
Otherwise, you can still use these tutorials, as they are completely fine.
If you plan on downloading The HDB Conspectus, the following sections are useful for this map: 
All of fundamentals except Bumpers and Teleporters, and Advanced Lifts and Reversion in Advanced. 
Enjoy! Please contact me if there are any issues. @.poise on discord.