Elekitu_MulCaves=Mul Caves
Elekitu_MulCaves_mul_caves=Mul Caves

Elekitu_MulCaves_mul_caves_a01=Mysterious Grotto
Elekitu_MulCaves_mul_caves_b00=Subterranean Creek
poem_Elekitu_MulCaves_mul_caves_A=A way out


Elekitu_MulCaves_mul_caves_postcard=
Feeling Lost?{n}Open the pause menu{n}to Toggle {#F94A4A}Extra Indicators{#}.


######## Mapper Options #######
MulCaves_option_nopassage=Savestate Friendly Mode

Elekitu_MulCaves_option_nopassage_desc=Disables the mechanics that are incompatible with savestates.{n}
This will prevent crashes/glitches from occuring when using states.{n}
These mechanics are part of the map's ambiance, so consider playing stateless if you can!{n}{n}
{#CF0000}/!\{#} WARNING! IF YOU USE THIS OPTION, please note :{n}
- Turning this on near a screen transition may freeze your game. This can be fixed by pressing F5.{n}
- Avoid placing a state right after dashing into a holdable. Doing so may result in a "dead state".

MulCaves_option_indicators=Extra Indicators

MuLCavesIndicatorsNone=Never

MuLCavesIndicatorsSometimes=Binos only

MuLCavesIndicatorsAlways=Always

Elekitu_MulCaves_option_indicators_desc=Displays explicit indicators in the form of arrows.{n}
Can also be used as a colorblind-friendly alternative to the main indicators.{n}
Select "Binos Only" to only show these indicators when using binoculars.{n}{n}

########## Birdies ########## 
Elekitu_MulCaves_Tutorial_DDR=Dream Down Rebound (DDR)
Elekitu_MulCaves_Tutorial_Dream=Smuggled Jelly Super
Elekitu_MulCaves_Tutorial_Ceiling=Misdirected Ceiling Rebound
Elekitu_MulCaves_Tutorial_BounceSuper=Misdirected Coyote Super
Elekitu_MulCaves_Tutorial_Horizontal_Clip=Pickup Wallclip
Elekitu_MulCaves_Tutorial_Downward_Clip=Pickup Floorclip
Elekitu_MulCaves_Tutorial_DoubleBounce=Double Jellybounce
Elekitu_MulCaves_Tutorial_MickeyBounce=Mickey Bounce

Elekitu_MulCaves_hold=Hold
Elekitu_MulCaves_tap=Tap

Elekitu_MulCaves_DDR_Explanation=Dashing {~}straight down{/~} and jumping during the freeze frames will result in an {~}instant hyper{/~}.{n}{0.25}This is always true, even without BounceHelper.
Unfortunately, your muscle memory for Dream Hypers/Supers probably involves jumping during the freeze frames.
If you try to do a {~}DDR{/~} with the same timing, you will do a Dream Hyper instead.
To do a proper DDR, you need to {~}delay{/~} the jump slightly compared to a Dream Hyper.
In this map, all DDRs have a refill wall placed in a way that makes the timing easier. Try to press jump during the freeze frames from the refill.


########## Hints ########## 
Elekitu_MulCaves_TechHint=Tech Explanation
Elekitu_MulCaves_Hint_DreamSmuggle={~}{#BF60FF}Dream Smuggled JellyBounce{#}{/~}
As you know, after Madeline dashes into a Bounce Jellyfish, she can {~}bounce{/~} on any surface and in any direction.
The period during which you can bounce is known as {~}Jelly Bounce timer{/~}. It lasts for 17 frames, and very few things can cancel it.
In particular, entering a dream block will not cancel your {~}Jelly Bounce timer{/~}.
This means that if you smuggle a jelly into a thin enough dream block and buffer a dream jump, the Jelly Bounce Timer will still be active when you leave.
Doing so will turn your dream jump into a "Bounce". (either a super or a hyper, depending on the initial direction or your dash)
In other words, you are using the dash from {~}before{/~} you entered the dream block to do a dream super/hyper. It could even be a reverse super/hyper!
The only condition for this tech to succeed is that the jump must be done at most 17 frames after the start of the dash.
If you fail, it is likely because you dashed too early, or you missed the dream jump.

Elekitu_MulCaves_Hint_Misdirect={~}{#BF60FF}Misdirected Bounce{#}{/~}
As you know, Madeline can perform a {~}Jelly Bounce{/~} by dashing into a jellyfish then jumping against a surface.
The direction of the Jelly Bounce will mimic the one you would get from a normal bounce (without a jellyfish). But there is one key difference:
Without a jellyfish, some bounce directions are impossible. For instance, you cannot bounce with an updiagonal dash into a ceiling.
But with a jellyfish, the game will {~}always{/~} make Madeline bounce, even in unspecified cases.
Unspecified cases will make Madeline bounce in a "default" direction, which can lead to unexpected behaviour. This is known as a {~}{#BF60FF}Misdirected Bounce{#}{/~}.
There are 2 types of Misdirected Bounces:
The first one is when you bounce against a ceiling with an updiagonal dash (or any direction, really).{n}This results in Madeline bouncing straight down.
The second type is when you bounce against the floor with an up or updiagonal dash.{n}This results in a super.
Dashing upwards against a floor may seem impossible, but there are 2 ways to achieve this:
The first method is to start your dash from the floor and use the coyote frames, as dashing upwards does not remove coyote frames
The second method is to combine this tech with a {#BF60FF}Dream Smuggled JellyBounce{#}: dash updiagonally into a dream block and buffer a dream jump.
The coyote frames you get from leaving the dream dash will allow you to bounce against the "floor".
These {~}{#BF60FF}Misdirected Supers{#}{/~} can be reversed, just like any super.

Elekitu_MulCaves_Hint_Multibounce={~}{#BF60FF}Double Bounce{#}{/~}
As you know, after Madeline dashes into a Bounce Jellyfish, she can {~}bounce{/~} on any surface and in any direction.
The period during which you can bounce is known as {~}Jelly Bounce timer{/~}. It lasts for 17 frames, and very few things can cancel it.
Even bouncing will not cancel the Jelly Bounce Timer! In other words, you can bounce multiple times, as long as all bounces happen within the 17 frame window.
{~}(Using two jump buttons is advised, as you will need to press jump twice in quick succession){/~}
Double bounces have another quirk : the direction of the second bounce is determined by the direction of the initial dash.
This can cause odd-looking bounces, as the first bounce will usually send Madeline in a completely different direction.
For instance, in the second part of the tutorial, you need to dash upwards into the jelly, then double-bounce against the zip mover and the wall.
The first bounce will send Madeline downwards, but the game only cares about your dash direction, which is {~}up{/~}. So the second bounce will be a wallbounce.

Elekitu_MulCaves_Hint_JellyClip={~}{#BF60FF}Holdable Clip{#}{/~}
Bounce Helper disables the pickup frames from grabbing a holdable.
But it does not disable the pickup {~}animation{/~} during which Madeline places the jelly over her head.
This means that for a few frames after grabbing a jelly, Madeline can move while the jelly is not yet fully above her head.
If you crouch during this period, this can cause Madeline to drop the Jelly while its hitbox is partially inside a wall or the floor.
However, Jellies cannot be inside of walls, so instead it will clip downwards until it finds an empty space to appear into.

Elekitu_MulCaves_Hint_MickeyBounce={~}{#BF60FF}Mickey Bounce{#}{/~}
This tech combines {~}Dream Downrebounds{/~} and {~}Double Dreamjumps{/~}.
There are two time windows where you can perform a dreamjump : either just before leaving the dream block, or right after.
If you jump during both windows, Madeline will jump twice. This is known as a {~}Double Dreamjump{/~}.
To do a {~}{#BF60FF}Mickey Bounce{#}{/~}, you must do a double dreamjump while adding a downrebound between the two jumps (so the second jump becomes a DDR).
The idea and timing is identical to that of {n}{~}Grabless Theo DreamHypers{/~}, from maps like {#800000}Solar Purgatory{#} or {#9683ec}Lavande{#}.
To get the best speed, you normally need to hold right during the first dream jump. This is pretty difficult since you then need to release right for the downdash.
However, in this room, the speed required is setup so that you must {!}{#FF0000}not{#}{/!} hold right, to make the tech easier.
Do not try to press right!{n}You just need to hold down.




######### OTHERS ###########

Elekitu_MulCaves_ChangeSpawn= Change Spawnpoint

Elekitu_MulCaves_Practice= Practice
Elekitu_MulCaves_Back=Back

Elekitu_MulCaves_AltairCount_1= Secret Altar
Elekitu_MulCaves_AltairCount_2={secrets_found}/3



Elekitu_MulCaves_comf=
	[MADELINE left peaceful]
	comf!


Elekitu_MulCaves_comf_2=
	[MADELINE left surprised]
	...comf?


Elekitu_MulCaves_IntroSign={!}{big}{#000000}{>>20}aaaaaaaaa{>>}{#}{#CF0000}Warning!{#}{/big}{/!}{0.5}{n}Some elements in this map are known to cause {!}glitches{/!}{0.2} and {!}crashes{/!}{0.2} when used with savestates.
Consider playing this map stateless.
If you wish to use savestates, make sure to open the menu and enable {~}"Savestate Friendly Mode"{/~}.{n}Otherwise, your game {!}{#CF0000}will{#}{/!} crash.
{!}{big}{#000000}{>>20}aaaaaaa{>>}{#}{#098432}Credits{#}{0.5}{/big}{/!}{n}{#BF60FF} Tilesets:{0.2}{#} Spooooky, Mixmaw, Abicus,{n}{#000000}{!}{>>20}Tilesets: {>>}{/!}{#}MarioXHK, Flagpole1up
{#BF60FF}Decals:{0.2}{#} Spooooky, Kosei, Abicus{n}{#BF60FF}Map icon:{0.2}{#} Based on decals by Spooooky
{#BF60FF}Stylegrounds:{0.2}{#} nerferd_, Earthwise, Kosei{n}{#BF60FF}Playtesting:{0.2}{#} Pazkallan, brase, Furiz, scarecrow,{n}{#000000}{!}{>>20}Playtesting: {>>}{/!}{#}player696103392, ShemIsMyName
{#BF60FF}Music:{0.2}{#} {#2cb20e}Mystic Cave{#}, {#7128ef}Caves of Mul{#}, {#37bcce}Sanctuary{#}.{n}All from the {#ff75a8}{~}Phoenotopia Awakening{/~}{#} OST, composed by sillythewilly.
