Elekitu_TheBouncer= The Bouncer
Elekitu_TheBouncer_thebouncer= The Bouncer



##################
# Parallax Text  #
##################

Elekitu_TheBouncer_Course1_Name= Good Vibes Only
Elekitu_TheBouncer_Course2_Name= The Summit
Elekitu_TheBouncer_Course3_Name= Into the Core
Elekitu_TheBouncer_Course4_Name= Sorry about the Jelly
Elekitu_TheBouncer_Course5_Name= The Gauntlet
Elekitu_TheBouncer_Course6_Name= @@ Routeful List
Elekitu_TheBouncer_GymT_Name= Tech Gym
Elekitu_TheBouncer_GymE_Name= Entity Gym

Elekitu_TheBouncer_Meter_Easy=:Elekitu/TheBouncer/1-easy:
Elekitu_TheBouncer_Meter_Med=:Elekitu/TheBouncer/2-med:
Elekitu_TheBouncer_Meter_Hard=:Elekitu/TheBouncer/3-hard:
Elekitu_TheBouncer_Meter_Cracked=:Elekitu/TheBouncer/4-cracked:

Elekitu_TheBouncer_Bonus_Name= Extras
Elekitu_TheBouncer_TAS_Name= TAS
Elekitu_TheBouncer_Impossible_Name= Impossible

Elekitu_TheBouncer_Back= Back

Elekitu_TheBouncer_goback= Back to{n}previous room

#####################
# In-game cutscenes #
#####################

Elekitu_TheBouncer_CoreIcemodeBackfire=
[MADELINE left normal]
Wow, I'm so glad I decided to keep the Ice Mode through the previous room.
I sure hope this decision doesn't backfire.


Elekitu_TheBouncer_4FWFW_1=
	[MADELINE left determined]
	This is it! We're almost out of here.

Elekitu_TheBouncer_4FWFW_2=
	[MADELINE left surprised]
	{+PART_OF_ME}! What are you doing here?

	[BADELINE right normal]
	{+MADELINE}, there are 2 things I need to warn you about before you attempt this room.
	First off, {~}{# d678db}Soulbound Jellyfishes{#}{/~} have been disabled for this room, and this room only.
	[BADELINE right scoff]
	So go ahead and don't worry about killing jellies.{n}I know you want to.

	[BADELINE right upset]
	But more importantly.
	[BADELINE right angryAlt]
	We CANNOT leave this place without a berry. Do you understand me?

	[MADELINE left distracted]
	Yeah... I think I understand what you mean.



#####################
# Welcome message #
#####################


Elekitu_TheBouncer_Credits=
CREDITS :
Playtesting was provided by {#339CC7}Cadaeib{#}, {#339CC7}ShemIsMyName{#} and {#339CC7}Penrose{#}.
The sign decal was made by {#339CC7}Kosei{#}.
Huge thanks to {#339CC7}freya{#} for the post-released feedback.
Special thanks to {#339CC7}Bio{#} for creating Bounce Helper.{n}This helper is truly special, and this map is my tribute to it.

Elekitu_TheBouncer_Welcome=
[MADELINE left upset]
I hate giant signs.
[MADELINE left distracted]
But I get the feeling that this is important information, so I better read it.

[]
Welcome to {~}The Bouncer{/~} !{>> 0.1} {>>}{n} This map is a collection of vanilla rooms, except Bounce Helper has been turned on.
The vanilla entities have also been replaced with their Bounce Helper counterpart.{n}No other gameplay modifications were made.
There are 2 short gyms on the right. {n}One for Bounce Helper techs, and one for{n}Bounce Helper entities.
You should check them out, especially the second one.{n}You will probably need it unless you're a{n}Bounce Helper savant.
There are 6 courses spread across the lobby. Each one contains 5~10 rooms, loosely connected via a common theme.
You only need to clear 3 courses to complete the map.
This map is meant to be enjoyed in 2 different ways :{n}Either as a {~}Routing Puzzle{/~}, or as a {~}Challenge Clear{/~}.
For the {~}Routing{/~} aspect, feel free to route each room using any tool at your disposal : SaveStates, CelesteTAS, Frame advance, ... anything goes!
{# 777777}{>> 3.0}(having a way to play the game frame by frame, such as {!}Viddie's Toolbox{/!}, is heavily recommanded for the hardest rooms){>>}{#}
Most rooms have a {~}Hint{/~} that can be accessed via the pause menu.
It won't give you the solution to the room but will give you a small {!}tip{/!} that can get you on the right track.
If you can't figure out the route of a room, you can also read an explicit {~}Solution{/~}, again from the pause menu.
For the {~}Challenge{/~} aspect : Most rooms are around {#529926}Expert{#} to {#529926}Low GM{#} difficulty. But the hardest ones go up to {#bf200b}High GM{#} or even {#bf200b}Low Astral{#}.
Each course typically only has 1 or 2 rooms that go up to this difficulty.{n}The rest is pretty chill.
If a room looks too boresome after you found a route, don't feel bad about skipping it.{n}The goal is to have fun after all!
One last thing{>> 0.1} {>>}: Because some rooms require creative routing, the original spawnpoint can sometimes be very inconvenient.
Therefore, you are allowed and encouraged to use savestates to {~}change{/~} your spawnpoint.
This includes placing your spawnpoint at the end of the previous room, or waiting to get a good cycle, if you think that's useful.
The only rule is that your savestate must be on the ground, and easily accessible from the original spawnpoint (no risk of dying whatsoever).
That's all I had to say.{n}Good luck and {#a436ed}{~}happy bouncing!{/~}{#}

#################
# Gym Tutorials #
#################

Elekitu_TheBouncer_GymT_Intro=
Welcome to the {~}Bounce Helper Tech Gym{/~}.
This short "gym" will make sure you have all the Bounce Helper knowledge necessary{n}to become a true {~}{#a436ed}Bouncer{#}{/~}.
The gym does not start over from zero.{n}It assumes you're already familiar with the basic Bounce Helper techs (aka {~}Bounces{/~}).
Instead, it will focus on slightly more advanced tech not seen in every Bounce Helper map.
If you need a quick reminder, you can refresh your memory by playing {#cc950a}Wonderland Vale{#}, {#529926}Overgrown Linn{#}, or the {#a436ed}Bounce Helper Gym{#} made by Flamecrafter113.

Elekitu_TheBouncer_GymT_Downrebound=
Dashing downwards conserves your horizontal momentum.
Doing a downrebound on the ground will also conserve your momentum, and even adds a little bit of speed (40 units).
This makes downrebounds extremely versatile, and is the key to unlocking advanced Bounce Helper moves.
To clear this gap, do an ultra followed by a downrebound.

Elekitu_TheBouncer_GymT_Cornerbash=
A {~}Cornerbash{/~} is a downrebound executed in the corner between a wall and the ground.
It gives the same height as a downrebound, and slightly {~}more{/~} speed than a super (360 vs 320).
This makes it the best bounce in terms of raw horizontal speed.
{# 777777}{>> 3.0}(Due to their buggy nature, cornerbashes don't work when done via pausebuffering or frame-by-frame advance. You have to do them manually.){>>}{#}

Elekitu_TheBouncer_GymT_CoyoteDR=
When doing a downrebound, Madeline can sometimes regain her dash even in situations where you don't expect her to.
This is because doing a downrebound automatically refills your dash, as long as you waited long enough between the dash and the jump.
For instance, if you dash downwards with speed and press jump after leaving the ground (during the {~}coyote frames{/~}), Madeline will get her dash back.
This behaviour is exclusive to downrebounds.{n}Usually you cannot regain your dash during coyote frames (you have to actually touch the ground).

Elekitu_TheBouncer_GymT_Cornerlessbash=
A {~}Cornerlessbash{/~} is a reverse super immediately followed by a downrebound.
If executed perfectly, it gives the same momentum as a cornerbash, but it doesn't require a corner to work, hence the name.
This tech only needs a few blocks of solid ground to be executed, making it extremely useful to satisfy your craving for {~}big jumps{/~}.


Elekitu_TheBouncer_GymE_Intro=
Welcome to the {~}Bounce Helper Entity Gym{/~}.
This gym will teach you about the differences between vanilla and Bounce Helper entities.
As a reminder, every entity in the map has been replaced with their {~}Bounce Helper variant{/~} presented here.

Elekitu_TheBouncer_Gym_Zipper= {~}Bounce Zip Movers{/~} can be activated by walljumps and any type of bounce (wallbounce, rebounds, etc.)

Elekitu_TheBouncer_Gym_MoveBlock= {~}Bounce Move Blocks{/~} can be actived by any type of bounce (wallbounce, rebounds, etc.)
Additionnally, they can never be steered.{n}However, bouncing on them will move them slightly.
The distance by which they move depends on the type of bounce : 1 tile, 2 tiles, or 4 tiles. More direct bounces will move them more.

Elekitu_TheBouncer_Gym_SwapBlock= Bouncing on a {~}Bounce Swap Block{/~} will make you "consume" the dash crystal inside it.
This gives you your dash back, {~}exactly{/~} like touching a refill crystal.
This also freezes the swap block.{n}It will stay locked in its "activated" position for 2.5 seconds, and then it will go back to its original spot.

Elekitu_TheBouncer_Gym_BounceBumper= {~}Bounce Bumpers{/~} are the worst.
Not only do they not give you your dash back, they {~}take away{/~} all of your dashes, if you had any.
Also, they are always static.{n}They can neither wobble nor move.

Elekitu_TheBouncer_Gym_FallingBlock= {~}Bounce Falling Blocks{/~} can be activated by any type of bounce (wallbounce, rebounds, etc.).{n}Walljumps don't work, though.

Elekitu_TheBouncer_Gym_Jelly_Intro=There's a {!}lot{/!} to say about {~}Bounce Jellies{/~}.
Bounce Jellies are notorious for their ability to {~}dash{/~}. You can change your Jelly Dash button in the Bounce Helper options menu.
If you don't know how {~}Jelly Dashes{/~} work, you should check the {#a436ed}Bounce Helper Gym{#} by Flamecrafter113, which has a section dedicated to them.
In this map, jellies will not have a dash by default, but they can gain a dash by consuming a refill.
The ins and outs of {~}Jelly Dashes{/~} are outside the scope of this gym.
Instead, it will focus on more obscure behaviours related to Bounce Jellies.
Also, for your information, only one course in this map uses Bounce Jellies.
A lot of people don't like Bounce Jellies.{n}If this is your case, you can just avoid that course.
Finally, here are my personnal tips to help you find a good Jelly Dash keybind :
- Consider replacing your {#a436ed}second jump{#} (or even your {#a436ed}demo{#} button) with a jelly dash button.
- Having a {#a436ed}jelly dash + grab{#} keybind is very useful.{n}Try to have one in addition to a regular jelly dash bind, if you have enough buttons.

Elekitu_TheBouncer_Gym_Jelly_Throw=Bounce Jellies (and every other throwable when Bounce Helper is activated) can be thrown in any direction.
This includes {!}upwards{/!} and {!}downwards{/!} throws. Moreover, downwards (and downdiagonal) throws will give Madeline some {~}upwards momentum{/~}.
You can also "neutral drop" the Jelly by releasing grab without pressing any direction.

Elekitu_TheBouncer_Gym_Jelly_Momentum= When you throw a Bounce Jellyfish, the jelly will keep your previous momentum.
To clear this section, do a super, then grab the jellyfish and immediately throw it to the right.

Elekitu_TheBouncer_Gym_Jelly_Jank= Bounce Jellies have slightly different physics than regular jellies, even without any player interaction.
In this room, only the bottom jelly is a Bounce Jellyfish. The top one is a vanilla Jellyfish.
Watch how they follow a different trajectory after they hit the spring.

Elekitu_TheBouncer_Gym_Jelly_Soulbound=Every Bounce Jelly in this map has the {~}Soulbound{/~} option enabled.
This means you will {!}die{/!} if the jellyfish dies.
This option also prevents you from exiting the room unless you're holding a jellyfish.
Due to a bug, this effect only applies to {!}rightward{/!} and {!}upward{/!} room transitions.
Try leaving this room to the right without holding the jelly. It's imposssible!

Elekitu_TheBouncer_Gym_Moon= The {~}Moon{/~} versions of Zip Movers and Swap Blocks featured in {#339CC7}Farewell{#} also have special interactions.
{~}Moon Zip Movers{/~} cannot be activated by Madeline, even if she stands on them. They only react to {~}Bounce Jellies{/~}, or to Madeline if she's holding a Jelly.
Similarly, {~}Moon Swap Blocks{/~} only react to Jelly Dashes, not regular dashes.

##########
# Others #
##########

Elekitu_TheBouncer_Memorial=
		-- CELESTE MOUNTAIN --
		This memorial dedicated to those
		Who were not bouncy enough

Elekitu_TheBouncer_Granny=
[GRANNY right normal]
Stop cheating!

Elekitu_TheBouncer_2C00=
This room is pretty hard to figure out by yourself, as the input sequence is very precise.
If you're not into TAS shenanigans, don't hesitate to check a clear video.

Elekitu_TheBouncer_cheater=
[GRANNY right normal]
Stop cheating!

Elekitu_TheBouncer_easter_egg=
What


###############
# Extra rooms #
###############

Elekitu_TheBouncer_Extras=
These 8 rooms were considered for the map but were ultimately cut.
There is no reward for clearing them, but you can try them if you want.{n}They're all pretty fun!
The colored torches indicate the difficulty of each room.{n}From easiest to hardest : {#0b5eb7}Blue{#}, {#529926}Green{#}, {#cc950a}Yellow{#}, then {#fb1304}Red{#}.
Don't worry, even the Red rooms only go up to Mid/High GM difficulty.

Elekitu_TheBouncer_1C02=
1C-3

Elekitu_TheBouncer_3B13=
3B LB-2

Elekitu_TheBouncer_4C01=
4C-2

Elekitu_TheBouncer_6Bd01=
6B RP-2

Elekitu_TheBouncer_6Bd02=
6B RP-3

Elekitu_TheBouncer_7Ab02e=
7A 500m-5 (berry)

Elekitu_TheBouncer_FWa03=
FW SI-4

Elekitu_TheBouncer_FWe06=
FW RM-11

Elekitu_TheBouncer_FWf06=
FW EH-8


Elekitu_TheBouncer_FWa03_info=
In this room, {~}Bounce Swap Blocks{/~} have been disabled. They will act like normal swap blocks.

Elekitu_TheBouncer_FWf06_info=
In this room, {~}Bounce Falling Blocks{/~} have been disabled.
This is because Kevins cannot activated Bounce Falling Blocks due to an oversight.
As far as I know, the room cannot be cleared with Bounce Falling Blocks.

#############
# TAS rooms #
#############

Elekitu_TheBouncer_TAS=
These rooms are stupidly difficult, to the point where they are probably TAS-only.
If you're interested in the routing challenge, you can try clearing them with savestates or TAS.
And if you manage to clear one RTA, please please please contact me!

Elekitu_TheBouncer_4Ad00b=
4A CF-2 (berry)

Elekitu_TheBouncer_6C02=
6C-3

Elekitu_TheBouncer_8Bb00=
8B BOF-1


Elekitu_TheBouncer_8C02=
8C-3


####################
# Impossible rooms #
####################

Elekitu_TheBouncer_Impossible=
This section contains every single impossible room in vanilla Celeste (to my knowledge).
{# 777777}{>> 3.0}(some of them are actually possible with spinner stunning, but that's lame so it doesn't count){>>}{#}
If you figure out a way to clear any of these rooms, please let me know!
In addition to these, there are also 16 more rooms that are possible but require special options like disabling Bounce Helper entities.
If you open the debug map, you can find a link to a sheet detailing the advancement of {~}Vanilla 100% with Bounce Helper{/~}
If you're interested in the project or wish to improve it, feel free to look at it!

Elekitu_TheBouncer_1B05=
1B CT-2

Elekitu_TheBouncer_1B08b=
1B SP-2

Elekitu_TheBouncer_4Bc03=
4B GC-4

Elekitu_TheBouncer_5Aa01=
5A ST-6 (berry)

Elekitu_TheBouncer_5Ad00=
5A SC-1

Elekitu_TheBouncer_7Ba03=
7B 0m-orb

Elekitu_TheBouncer_7Bg00=
7B flag 16

Elekitu_TheBouncer_8Ad06=
8A HOTM-7 (berry)

Elekitu_TheBouncer_8Ba01=
8B ITC-2

Elekitu_TheBouncer_8Ba05=
8B ITC-6

Elekitu_TheBouncer_8Bb03=
8B BOF-4

Elekitu_TheBouncer_8Bb04=
8B BOF-5

Elekitu_TheBouncer_FWa04=
FW SI-5



###############
# Hint System #
###############

Elekitu_TheBouncer_Hint=
Hint

Elekitu_TheBouncer_Hint_5C00=
Don't forget, bouncing on a swap block will restore your dash.

Elekitu_TheBouncer_Hint_5Ab19=
There are 2 ways to pass the room. You can either go above or below.{n}Most people find the below route easier.

Elekitu_TheBouncer_Hint_FWh08=
Believe it or not, the 2nd refill crystal is not necessary to clear this room.
Also, in case you're wondering, it's impossible to skip the touchswitches.

Elekitu_TheBouncer_Hint_2B02=
In this room, you will have to enter the 2nd dream block at just the right spot.
It's possible that you found the right idea but dismissed it because you weren't at the right spot.

Elekitu_TheBouncer_Hint_4Ab03=
This room requires 2 dashes.

Elekitu_TheBouncer_Hint_1A12a=
The room can be cleared in 2 completely different ways.
The intended (but much harder) solution involves entering the room with speed.
The other way involves "climbing" the wall on the left.

Elekitu_TheBouncer_Hint_7Bb03=
The climbing section can be done without dashing.

Elekitu_TheBouncer_Hint_7Af11=
For the hard part, you need to demodash from a {~}very{/~} precise spot.

Elekitu_TheBouncer_Hint_7Bg01=
In the "climb jump" section, check the hitboxes to find a place where you can regain a dash.

Elekitu_TheBouncer_Hint_7Ag03=
You will have to use some refills multiple times.

Elekitu_TheBouncer_Hint_FWi00b=
You're probably wrong about which cassette blocks are part of the route.{n}Think outside the box.

Elekitu_TheBouncer_Hint_8C01=
You can do a diagonal bounce against the lower corner of the core block.	

Elekitu_TheBouncer_Hint_8Ad01=
You have to keep 2 dashes after the fireball section.

Elekitu_TheBouncer_Hint_8Bc03=
There's a teleporter that can bring you back to the previous room.
Consider using it if the room seems impossible.

Elekitu_TheBouncer_Hint_8Bc04=
This room uses a very surprising behaviour of Bounce Swap Blocks in Core More.

Elekitu_TheBouncer_Hint_8Ad08=
{~}NYOOOOOOOOOOOOOOOOOOOOOOM{/~}

Elekitu_TheBouncer_Hint_FWc00=
You might wanna take the lower path instead of the "speedrun" route.
Both routes are actually possible, but the first one is easier.

Elekitu_TheBouncer_Hint_FWc01=
It is possible to carry the jelly to the other side of the barrier.

Elekitu_TheBouncer_Hint_FWd00=
It should be impossible to get softlocked in this section.
Even if you didn't bring a jellyfish from the previous room, there is a way to progress.

Elekitu_TheBouncer_Hint_FWj10=
Good thing you still have the jelly from the previous room!

Elekitu_TheBouncer_Hint_FWj14=
Good thing you still have the jelly from 5 rooms ago!

Elekitu_TheBouncer_Hint_FWe04=
The previous room seemed awfully easy, didn't it?

Elekitu_TheBouncer_Hint_FWj16_1=
In case you missed the cutscene : The jellyfish in this room do not have the {~}Soulbound{/~} option, so you can kill them as you please.
{~}Check this Hint again after reaching further into the room for another hint.{/~}

Elekitu_TheBouncer_Hint_FWj16_2=
Bounce Jellies have slightly different physics than regular jellies. You may need to find more inventive setups to send it where you want to.
{~}Check this Hint again after reaching further into the room for another hint.{/~}

Elekitu_TheBouncer_Hint_FWj16_3=
Be extremely careful about which falling blocks you activate, in anticipation for the backtrack section.

Elekitu_TheBouncer_Hint_FWj19=
Bounce Jellies have slightly different physics than regular jellies. You may need to find more inventive setups to send it where you want to.

Elekitu_TheBouncer_Hint_FWf05=
Welcome to {~}{#a40202}The Gauntlet{#}{/~}!
This course contains all the hardest rooms in{n}{~}Vanilla Bounce Helper {/~}, it is way harder than the other courses.
That being said, most rooms are also extremely satisfying to solve.
Don't be afraid to just clear them with states before moving on to the next room.
Anyway, for this room, there is a setup that makes it impossible to get 0 frame'd on the last demodash. That's all the help you're gonna get!

Elekitu_TheBouncer_Hint_FWf06=
You do not need to do any sort of precise walljump on the kevin.
You also don't need to land in a precise spot on the dust bunnies.

Elekitu_TheBouncer_Hint_4Bd02=
Yes, the ending is possible. Just believe in yourself.

Elekitu_TheBouncer_Hint_4Ba03=
The inputs after the green bubbles are{n}variable 1f's, but you can find setups to{n}turn them into "consistent" 1f's.

Elekitu_TheBouncer_Hint_8Ba04=
Demodashing is not always the solution to get through spinner walls.

Elekitu_TheBouncer_Hint_5Aa05=
Bouncing on a Bounce Swap block will deactivate it for 2.5 seconds. It won't react to dashes during this time.
Also, spikes really are just a suggestion.

Elekitu_TheBouncer_Hint_7Bb00=
This is the hardest room in the map!{n}If you've come this far, I'm sure you can do it.{n}Good luck!
Anyway : doing a floaty walljump on the zip movers can help you get just the right height.

Elekitu_TheBouncer_Hint_2C00=
While this room is easier to execute than the previous ones, finding the route is extremely hard.
There is almost no leniency on the sequence of inputs.{n}You need to match the TAS{n}.(but the room "only" has 3 fp and a 2f)
I honestly suggest that you check the solution or watch the clear vid, unless you are really dedicated to self-routing.
Anyway, if you still want to solve the room by yourself, here is one last hint :
You need to enter the dream block with a vertical position between -568.35 and -568.25.{n}It is that precise.
There is a setup to reach a valid position consistently.
You should separate your routing in 2 parts :{n}First, find a setup to reach this position.{n}Second, figure out what to do afterwards.


Elekitu_TheBouncer_Hint_1B2b=
You need to go {~}over{/~} the first spiked block.

Elekitu_TheBouncer_Hint_6A13_1=
Do you have to take the top or the bottom room?{n}Only one is possible, make sure to experiment with both.

Elekitu_TheBouncer_Hint_6A13_2=
You need to take the bottom room.{n}Enter with speed.

Elekitu_TheBouncer_Hint_3B07=
There are 2 ways to clear this room. One of them uses a small quirk of downrebounds not taught in the gym.
If you dash downwards with speed and just barely graze the corner of the ground, something interesting happens.
Madeline will keep dashing past the block with the same trajectory as before (as if she never touched the ground)
But she will still get coyote frames from touching the ground. This allows you to do a downrebound from "below" the ground
This interaction is known as a cornerslip.

Elekitu_TheBouncer_Hint_FWg06=
It is technically possible to clear this room with a route pretty similar to the vanilla path.
However, there is a much easier method.{n}Try thinking outside the box.

Elekitu_TheBouncer_Hint_4Bb02=
Spikejumps.

Elekitu_TheBouncer_Hint_2C02=
I know what you're thinking.{n}{~}How can I survive without dream grabbing? There are spikes everywhere!{/~}
Well, are there really spikes {~}everywhere{/~}?



#############
# Solutions #
#############

Elekitu_TheBouncer_Solution=
Solution

Elekitu_TheBouncer_Solution_5Ab19=For the bottom route : dash upright below the first block and jump against the bottom corner of the block.
You will need to control your jump.
For the top route, do a {~}cornerlessbash{/~} below the starting bubble. If you execute it well enough, you will go above the first block while still having your dash.

Elekitu_TheBouncer_Solution_FWh08=Start on the platform near the binos.{n}Do a small cornerbash to reach the first wall while still having a dash.
Then, use a walljump to go to the next side of the wall from below, and wallbounce to grab the first refill.
Do another wallbounce to collect the 2nd touchswitch and go directly to the double refill.{n}The rest shouldn't be too hard.

Elekitu_TheBouncer_Solution_2B02=Enter the second dream block with a demodash at the topmost pixel possible.
Exit with a double dream jump. You need to do the second jump as late as possible to get the maximum height.
If you do everything correctly, you should be able to jump above the first set of spikes.
For the ending, stall near the refill.{n}Once it respawns, do a wallrebound on the wall to your left while recollecting the refill.

Elekitu_TheBouncer_Solution_4Ab03=Activate the move block with a wallbounce, and go back to the ground to refresh your dash.
Then, grab the key with an upleft demo + cornerkick. Land against the move block to make it back in one piece.

Elekitu_TheBouncer_Solution_1A12a=For the "climbing" method : activate the zipper, then take the spring and do a series of 3 walljumps (left right left).
After the third walljump, dash upleft at the top of your jump and bounce against the wall.
If you try to do this, you will most likely end up bouncing just below a corner of the wall. You actually need to bounce against this corner.
This requires very precise execution.
After the wallrebound, do a cornerkick against the wall below the platform. You want to land on the platform on the {~}right{/~}.
For the "high speed" method : The basic idea is to do a cornerlessbash on the 2 tiles of girder in the previous room.
Place your savestate slightly to the right of the girder blocks (there should be a one tile gap between madeline and the girder).
Then, jump and initiate the cornerlessbash from middair.
After the cornerlessbash, buffer a downdash upon entering the main room. The goal is to downbounce on the small bit of ground next to the spring.
If you have enough speed, you can reach the rightmost zip mover with a wallbounce.
The hardest part is to actually get the downrebound next to the spring. This requires just the right speed and height.
The 2 jumps in the cornerlessbash are a 2f and a variable 1-2f, respectively.

Elekitu_TheBouncer_Solution_7Ad10b=Updash before the second spring, and do a downrebound on the spring block.
If you're fast enough, you can reach the ending platform before the berry.

Elekitu_TheBouncer_Solution_FWc00=You need to throw the jelly above the barrier to reach the screen transition.
The easiest way to do it is with an upright regrab, followed by an upright throw.

Elekitu_TheBouncer_Solution_FWc01=If you do a jelly regrab close enough to the top of the room, you can carry the jelly over the barrier.

Elekitu_TheBouncer_Solution_FWd00=You can use a downrebound to reach the fuse box.
Once the electricity is down, you {~}can{/~} collect the keys, but you cannot exit the room with the bubble because of the soulbound jellyfish.
So you have to take the "keyskip" route regardless. The keyskip is actually easier than in vanilla thanks to jelly dashes.

Elekitu_TheBouncer_Solution_FWe02=At the end of the room, walljump at the right pixel with the jelly to smuggle the jelly past the barrier.

Elekitu_TheBouncer_Solution_FWe04=Go back to the previous room to get a doubledash on the jelly.
You want to reach the falling block section with no dash on madeline and 2 dashes on the jelly.
Throw the jelly down, jellydash up, regrab and wallbounce to trigger the falling block.
Then, take the bottom spring, throw the jelly right (or upright) against the button and updash.

Elekitu_TheBouncer_Solution_FWj09=Neutral drop the jelly before the barrier. Use the badeline orb to get your dash, then regrab the jelly over the barrier.

Elekitu_TheBouncer_Solution_FWj10=Right throw the jelly right before the first bird.
For the swapblock section after... idk how to describe it just watch a clear vid or something

Elekitu_TheBouncer_Solution_FWj14=Fun fact : You may have noticed that neither this room or the previous ones feature a jelly in vanilla farewell.
Technically the jelly you're carrying is the one from 5 rooms ago.
The last 3 rooms are perfectly doable without the jelly. But this one is not.
If you try to clear the actual farewell with bouncehelper, you need to smuggle the jelly through the last 3 rooms so you can clear this one.
Anyway, for the actual solution :
There are many strats possible for the ending. One of them is to land on the zip mover without the jelly to refresh your dahs.
Then, grab the jelly and activate the zipmover by walljumping off its side.
Do another walljump to get speed, then throw the jelly against the fuse box and dash up to regrab it.

Elekitu_TheBouncer_Solution_FWj16=This is gonna be a long one.
For the first bird section : touch the top spring while holding the jelly. Then immediately {~}neutral{/~} drop and dash downleft.
This will send the jelly past the 2 barriers. Regrabbing it is a little bit tight but should be ok.
(this section if the hardest one of the room)
In the falldown section : do not hit the first left-facing spring, not the right-facing one (you'll need their falling blocks for the backtrack)
After the big falling block, grab the jelly with a super, and get through the first barrier without hitting any of the 2 springs.
In the backtrack section, after the part with the 4 small spiky blocks, use the spring to fall to the left.
You should be able to land on the falling blocks you dodged earlier, and use them to make your way up.

Elekitu_TheBouncer_Solution_FWj19=For the wind section :
To grab the first touchswitch, up/neutral throw the jellyfish from below, and use jelly dashes in conjunction with regular dashes to grab it back.
(there are many different strats)
For the second part, the easiest strat is to ignore the springs entirely and neutral drop the jelly below the second double refill.

Elekitu_TheBouncer_Solution_7Bb03=To do the climbing section, you need to do 2 corner jumps on spiked tiles.

Elekitu_TheBouncer_Solution_7Af11=For the hard section, rebound against the swap block to freeze it.
Then, you need to demo over the block at just the right spot, and hold down+left during the dash to get behind the block.
The position where you start the demo is vertically pixel perfect, and 3 pixels horizontally.

Elekitu_TheBouncer_Solution_7Bg01=Immediately upon landing on the third pink cloud, walk left and do a controlled downrebound.
This allows you to get over the first spike wall with 2 dashes.
Then, you can regain your dashes by doing a reverse demohyper on the second block.

Elekitu_TheBouncer_Solution_7Ag03=The goal is to reach the right wall near the end while still having 2 dashes.
This can be done by stalling on the refill after the spring to get an extra dash, and dash upright through the final refill.
After you've reached the right wall with 2 dashes, stall until the refill respawns, then go over the spinners through the left side (dash upleft, up, up)

Elekitu_TheBouncer_Solution_FWi00b=You need to use one of the 4 "example" cassette blocks above the start. Specifically, the yellow one.
Land on the right side of the yellow block. Then, do a reverse hyper followed by a downrebound (just like a cornerlessbash, but with a hyper instead of a super)
This can get you above the spinners.
Buffer a walljump against the green block. Then, demodash twice through the spinners to reach the final blue block.
The second demodash cannot be buffered, as this would uncrouch you. You need to delay it a bit (it's a 2f window)

Elekitu_TheBouncer_Solution_FWf05=Cornerbash, Downrebound, demodash through the spinners to get the double refill.
Then, stall on the conveyor belt, grab the double refill again, and demodash through the spinner gap right above the refill.
(you can regrab the refill either from the right or from the left, both options have their pros and cons)
There are 2 strats for the last spinner column. The first one is to demo upright below the spinner, and cornerjump on the spikes.
The second one is to fastfall after the demo to setup a second demo.
Once you've reached the last refill, stall on the tile above the refill and try to take the wallbounce route while smuggling an extra dash.

Elekitu_TheBouncer_Solution_FWf06=Use the binos and look to the far right of the room to unload the spinners.
Leave the binos, buffer a right dash while the camera pans back. Then, jump after the dash (failed super), and turn left after 2 or 3 frames.
This allows you to grab the touch switch and demodash back into the bino area.
Then, activate the kevin, land on the right side of the kevin, walk right and upright demo under the spinners to land back on the kevin.
Grab the double refill from the left side. Stall on the wall, then activate the falling block with a wallrebound.
Finally, activate the kevin, and finish the room like normal.

Elekitu_TheBouncer_Solution_4Ba03=To grab the second touchswitch, go to the third touchswitch and dash over the spinners.
For the ending, there are 2 possible routes.
The first one is to wallbounce on the switch gate after it activates, then do a series of walljumps while the wind is still active to climb the wall.
The second one is to do a spinnerjump on the top of the switchgate to regain your dash.

Elekitu_TheBouncer_Solution_4Bd02=This room has 2 sections that are subpixel dependant. The first one can be setup, fortunately.
In the second bubble, demodash upright, and immediately release right so you can buffer a cornerkick. Hold right again after the ckick.
Buffer a walljump on the wall. Slide again the wall, then once buffer 4 walljumps against the lower 3 tiles. Keep holding right.
This setup ensures that you have one frame where you can updash and wallbounce below the spinners to reach the final bubble.
For the wallbounce, you will have to hold left after the updash and use the wallbounce leniency timer.
After the last bubble, you need to get above the row of spikes with a walljump. The position is very precise and doesn't have an easy setup. Sorry.
Make sure you don't slide against the wall, as you need the 2 pixels of wallbounce leniency to make the jump.

Elekitu_TheBouncer_Solution_8Ba04=You have to get through the first column of spinners with a crouch jump with high speed.
From the spawn point, dash left into the previous room and turn right. Do a middair super then downdash to reenter the room with speed.
Crouch jump during the coyote frames to get through the spinners.
As you can imagine, every input in this sequence is extremely tight (2f at best)
There are multiple frame windows that work, but the only constant is that the crouch jump itself : 4 frames long, then slowfall.
After the crouch jump, you have to slow down so you don't hit the next spinners, and dash upright to get past the second ice block.
After the refill, you can either take the top route with a demodash through the spinners, or the bottom route with an upright demo between the 2 ice blocks.

Elekitu_TheBouncer_Solution_5Aa05=First, bounce on the swap block that blocks your path to deactivate it.
Then, wait for a moment, enter the red bubble and move downright.
There is a single frame where you can dash right and wallrebound on the other swap block.
You need to either jump for 11 frames and slowfall, or jump for 14 frames and not slowfall.
Then, slide on the swap block as it moves back left, walljump, and demodash upleft to get past the block.
For this sequence to work, the swap block needs to reactivate right after your right dash (at most 2 frames after).
This means that entering the red bubble at the start is a variable 2f.{n}{~}Good luck!{/~}

Elekitu_TheBouncer_Solution_7Bb00=This is the hardest room of the map.
After the first refill, walljump on the zipper to activate it, and walljump again to launch madeline.
Then, dash up and do a spike walljump to reach the second refill from above.
Then comes the hard part.
You need to juggle for a bit in this refill section. The goal is to reach the upper zipper with 2 dashes.
First, wallrebound against the lower zipper. Walljump on the left wall, then wallbounce on the zipper, and cornerjump on the spikes next to the upper zipper.
Slide against the upper zipper, recollect the refill, and walljump against the lower zipper as it moves back right.
Walljump on the left wall, wallrebound on the lower zipper, walljump again and do another wallbounce against the zipper.
You should collect the refill during the wallbounce and reach the upper zipper with 2 dashes.
Now, ride the zipper just like the one at the start to reach the right wall. Wallbounce, then do another spike wallbounce to reach the orb.

Elekitu_TheBouncer_Solution_2C00=Start by standing on top of the dream block.
Jump, and walljump on the very next frame.{n}This setup ensures that there is a frame where Madeline has a vertical position of -568.29.
From there, demodash into the dream block. Buffer a dream jump to the right.
During the freeze frames after leaving the dream block, release jump and right.{n}Start holding left.
After exactly 6 frames of movement, start holding jump to slowfall, and press your second jump button.
If you did everything correctly, you will be able to buffer a cornerkick as Madeline uncrouches.

Elekitu_TheBouncer_Solution_8Ab06=You need to enter the room with high speed.
Start from the previous room, in the floor/rightwall corner next to the rightmost refill.
From there, do a cornerbash, then a downrebound. After you grab the refill, do an ultra, then another downrebound through the screen transition.

Elekitu_TheBouncer_Solution_8C01=Enter the room with a cornerlessbash.
After the first set of spinners, do an upright dash and bounce against the corner of the core block.
This input is quite precise. You might be tempted to use a demodash, but you {~}need{/~} to do a regular dash.
For the bumper section, skip the 2nd bumper - go straight from the first one to the right side of the last one.

Elekitu_TheBouncer_Solution_8Ad01=Climb the right wall to reach the refill. Move against the wall and wait for the refill to respawn.
Then, do a cornerbash with a controlled jump. Pray that you grab the refill. (this depends on your horizontal subpixel and is essentially a 50/50)
Land on the next platform, bunnyhop, walljump against the conveyor belt, and walljump again against the block above.
If you succeed, you will reach the ending with 2 dashes.
Getting enough height for the last walljump is pretty tough. Good luck!

Elekitu_TheBouncer_Solution_8Bc03=You need to enter the room while still in cold mode. The core switch at the end of the previous room can be dodged.

Elekitu_TheBouncer_Solution_8Bc04=Do a downrebound on the swap block - this will refresh your dash.
Then, downrebound on the kevin with momentum to reach the refill.

Elekitu_TheBouncer_Solution_8Ad08=You need to smuggle a dash past the bumpers. The only way is to get a LOT of speed.
Start from the far left corner. Do a cornerbash, then ultra, bunnyhop to climb the stairs, then do another quick jump before a downrebound.
Start an ultra before reaching the core switch. Jump late during the coyote frames.
The speedcheck is very right. Good luck!

Elekitu_TheBouncer_Solution_1B2b=Start below the zipper.
Do a ceiling rebound to activate it. Then immediately downrebound and graze the left side of the zipper to get its liftboost.
Walljump, this will let you reach the top of the left wall while still having a dash. From there, you can use your dash to reach the last zipper.
To clear the last zipper, walljump against it twice : once to activate it, twice to get the height and reach the ending.

Elekitu_TheBouncer_Solution_1C01=Do a middair super on the last falling block to reach the zippers.
For the last zipper, activate it with a walljump, then immediately dash up, and walljump with liftboost to get to the end.

Elekitu_TheBouncer_Solution_6A13=You need to go through the bottom room.

Elekitu_TheBouncer_Solution_6A14a=Enter with speed from the previous room.
There are multiple ways to get enough speed. Here's one :
Start from the mushroom in the center of the room. Do a cornerbash, then a downrebound, then a downdash before entering the room.
Buffer another downrebound upon entering the room. Grab the refill with a downright dash, the dash upright to get to the end.

Elekitu_TheBouncer_Solution_3B07=Get through the first dust bunny with a series of walljumps.
Then, walljump on the wall with the spikes, and do a precise demo to cornerkick past the large dust bunny walls.
Alternatively, you can enter the room with a dash, do a super, then a downdash to cornerslip+downrebound below the first portion of ceiling.
The second solution is way cooler if you ask me.

Elekitu_TheBouncer_Solution_FWg06=Upon landing on the starting falling block, buffer a full jump, grab the double refill, and go left.
There is a spot where you can demo through the spinners on the left with your 2 dashes.

Elekitu_TheBouncer_Solution_FWf08=Do a precise cornerlessbash to grab the double refill and dash above the spinners.

Elekitu_TheBouncer_Solution_4Bb02=After the spring, quickly chain 5 walljumps to get above the move block.
Then, spikejump 3 times on the move block, and walljump on its side to stall for time.
Finally, wallbounce on the right side of the move block to get to the last section.
This wallbounce has a 50% chance of killing you due do subpixel shenanigans.
There are multiple routes possible for the ending. The simplest one is to simply walljump on the highest pixels of the left wall.

Elekitu_TheBouncer_Solution_2C02=You can ignore the touchswitches in the room.
After the refill section, dash near the top of the dream block. There is a small section of the wall with no spikes.
You can reach it by buffering a downleft dash after leaving the dream block, then dream jumping to the right.
After the last touchswitch, enter the dream block with an upright dash and do a double dream jump to the left.
You can them climb the wall on the left with walljumps, and reach the final dream block.