=== GENERAL ===
F1: Open Debug Menu
S: Open Save Menu
L: Load Current Save
R: Restart Room
BACKSPACE + R: Restart Game
~: Toggle Fast Forward
CTRL + ~: Toggle Slow Mode
INSERT: Go to Internal Next Room
DELETE: Go to Internal Previous Room

SHIFT + F: Show recent flag changes
SHIFT + CTRL + N: Toggle Noclip
SHIFT + CTRL + 0: Set global.interact to 0
SHIFT + CTRL + C: Toggle drawing inputs
SHIFT + CTRL + D: Toggle flag change debug messages
SHIFT + CTRL + G: Toggle God Mode
SHIFT + CTRL + A: Toggle visiblity of solids
SHIFT + CTRL + T: Toggle visiblilty of current cutscene command in cutscenes (ch2+ only)
SHIFT + CTRL + W: Toggle window size between base size (640x480) and most common size (1280x960)
SHIFT + CTRL + UP: Toggle performance bar
SHIFT + CTRL + BACKSPACE: Dump list of all instances to save folder

Middle Mouse Button: Open/Close Cursor Debug
2 + HOME: Go to Kris's Room
8 + HOME: Go to Battle Test Room
9 + HOME: Go to Bullet Test Room

D while a text box is open: Make box visible and show current message number

=== BATTLE ===
V: Skip Enemy Turn
F2: Max Heal Party
F3: Heal 1/Revive Party
<number> + F3: Raise Party Member <number>
F5: End Battle (battles with cutscenes afterwards will typically assume you ended the battle with violence if this is used)
F6: Set Enemy HP to 1
F7: Make Enemies Sparable
Space + F7: Make Enemies Tired
F8: Set Party HP to 1
<number> + F8: Down Party Member <number>
F9: Set TP to 0
F10: Set TP to Max
M: Pause/play battle music
A in a SPELL menu or before selecting an enemy in an ACT menu: show S/R/N-Actions (Usable without debug in Ch2, locked behind debug in Ch3+)
D during battle in room_battletest: Create bullet position tracker


=== DEBUG TITLE SCREEN ===
L: Load Current Save File
L + <number>: Load save in slot <number>

=== CHAPTER 1 ===
BACKSPACE during CONTACT sequence: Skip to Kris's room
3 + D: Go to Dark World Entrance (room_dark1)
4 + D: Go to Great Board Entrance (room_checkers5)
5 + D: Go to Tutorial Room (room_castle_tutorial)
6 + D: Go to Field of Hopes and Dreams Entrance (room_field1)
7 + D: Go to Clover Battle Area (room_forest_area3)
8 + D: Go to Block Forest Exit/Susie Battle Area (room_forest_fightsusie)
9 + D: Go to Prison Cell (room_cc_prison_cells, sets global.plot to 154 to make Susie come let you out)
6 + J: Go to Nonfunctional Battle Test (room_battletest)
7 + J: Go to Nonfunctional Battle Test (room_battletest)
8 + J: Go to Pre-Jevil Battle Room (room_cc_prison_prejoker, sets global.plot to 165, gives Door Key, gives 13 SpookySwords for some reason)
9 + J: Go to King Battle Room (room_cc_kingbattle)
2 + W: Go to Kris's Yard (room_town_krisyard)
3 + W: Go to North School Room (room_schooldoor)
4 + W: Go to Unused Classroom (room_school_unusedroom)
5 + W: Go to Outside School (room_town_school, sets global.plot to 251)
6 + W: Go to North Hometown (room_town_north, sets global.plot to 251)




=== CHAPTER 2 ===
1 + HOME: Go to Dark World Entrance (room_dw_cyber_intro_1)
3 + HOME: Go to Castle Town Entrance (room_dw_castle_area_1, sets global.plot to 7)
7 + HOME: Go to Roaring Legend Room (room_legend_neo)

SPACE in Cyber Field dropping bullets rooms: Set bullets' inSync variable to false
W: Toggle Cyber City cars between walking and driving
M in Cyber City mouse box room: Set amount of mice in the box to 18
1-9 in Spamton's shop: set Spamton's face to the number pressed
SPACE in Queen's mansion car room: Teleport to car chase part
SPACE in post-Queen battle scene: Make Berdly toggle between grabbing his plug and pulling on it
BACKSPACE during the roaring legend scene: Restart room
SPACE during fountain sequence: Restart room

RIGHTSHIFT + F: Get Thorn Ring (only works if obj_weirdroute_manipulator is present in the current room)

==== BATTLES ====
--- SWEET CAPN CAKES ---
M: Saves the battle music position and pauses it, but this does nothing since it targets the normal battle music variable, which this fight doesn't use
LEFT during end sequence: Go to next scene
RIGHT during end sequence: Go to previous scene

--- BERDLY (ROLLER COASTER) ---
B: Toggle diagonal battle box on tornado attack (Unused behaviour in this battle, used for second one)
Y: Take away 100 HP

--- BERDLY (CYBER CITY) ---
B: Toggle diagonal battle box on tornado attack
O: Take away 100 HP

--- SPAMTON ---
B: Toggle bodymode between 1 and 0 (1 makes it grow)
N while bodymode is 1: make body shrink back to normal
0 while he's talking before an attack: randomize attack
1-3 while he's talking before an attack: set attack to number pressed 

--- TASQUE MANAGER ---
B: Toggle Tasque Manager using order attack
Q: Lower order attack difficulty
W: Raise order attack difficulty

--- SPAMTON NEO ---
0-9: Set attackno to number pressed
MOUSE SCROLL UP: Increase Attack Difficulty
MOUSE SCROLL DOWN: Decrease Attack Difficulty
M: Toggle Music
Y: Take away 100 HP
D: Draw green line over arm cannon
O: Make him fall to the ground
A while he's in his transforming state: Shake head and advance head sprite
D while he's in his transforming state: Show eyes, if eyes are shown then hide them and set his head to its transformed state.

U during face attack: Break eyes
I during face attack: Break nose
O during face attack: Break mouth

--- QUEEN --
0-9: Set attackno to number pressed
MOUSE SCROLL UP: Increase Attack Difficulty
MOUSE SCROLL DOWN: Decrease Attack Difficulty
O while acid shield is up: Destroy shield
O while acid shield is down: Take away 100 HP and set Berdly's mercy meter to 100

--- GIGA QUEEN ---
F5: Set Giga Queen's HP to 10

--- OBJ_BASEENEMY ---
F12: deal enemy's attack damage * 5 to random party member




=== CHAPTER 3 ===
SPACE while Tenna's intro video is playing: Pause video
P during the post-board ranking sequence: Restart sequence
M or R or L while leaving the Forgotten Man's room: Delete room transition object
1: Set Fun-O-Meter to 0%
2: Set Fun-O-Meter to 50%
3: Set Fun-O-Meter to 100%
K: Make Fun-O-Meter use an early design
F5 in Lancer dig puzzle room: Solve dig puzzle and spawn box
W + 0 in Lancer dig puzzle room: Warp to pre-Bibliox box puzzle room
W + 0 in pre-Bibliox box puzzle room: Warp to Lancer dig puzzle room

I when a puzzle closet room is starting: set sword route progress to 1
P in puzzle closet rooms: Toggle the shuffled screens.

P in rooms with Type 1 crowds: Set crowds to type 0

1-2: Change alpha of scrolling blue star background in tenna intro and bonus zone
8: Set star background speed to 15 fps
9: Set star background speed to 20 fps
0: Set star background speed to 30 fps

numpad9 while B-Rank room gacha hud is open: Set POINTs TO SPEND to 1225

--- QUIZZES ---
4-8 OR numpad1-numpad5 while a quiz is starting: override quiz question set
2: Change Susie's answer selecting behaviour
3: Change Ralsei's answer selecting behaviour
F5: End quiz

==== BATTLES ====
--- Tenna ---
1 or Left Shoulder Button: Toggle Minigame Insanity
V: End minigame

--- The Knight ---
0-9: Set attackno to number pressed
BACKSPACE: Take away 3000 HP

--- Pippins ---
SHIFT while its attack is starting: Increase amount of 1
CTRL while its attack is starting: Increase amount of 2
ALT while its attack is starting: Increase amount of 4

--- Shuttah ---
1-8: Set current photo to number pressed

==== MINIGAMES ====
--- COOKING SHOW ---
F5: End Minigame
F6: Lose Minigame
F7: End Minigame with 999 Score
C while losing minigame in room_CHEFS test room: Restart room

--- ROCK VIDEO ---
1-6 when the room starts: Load different songs
0 when the room starts: Skip Raise Up Your Bat's intro
X while room starts: Load Track Select
1-4 during Raise Up Your Bat: Set the difficulty of Kris's Solo
U: Cycle through tutorial states
F5: End minigame
1-6 + F5: End minigame with a rank corresponding to what number is held
F6: Lose minigame
ADD: Increase song volume by 10%
SUBTRACT: Decrease song volume 10%
LEFT SHIFT + ADD: Increase song volume by 50%
LEFT SHIFT + SUBTRACT: Decrease song volume by 50%

--- SUSIEZILLA ---
BACKSPACE: God Mode
T: Set Tenna statue HP to max

--- COWBOY SHOOTOUT ---
1-3: Switch to wave 1-3 (Unused Behaviour)
H: Set unused kris_hp variable to 5 (no effect on game)

==== BOARDS ====
BACKSPACE: Toggle CRT Effect
1: Control Board Kris
2: Control Board Susie
3: Control Board Ralsei
5: Toggle Invincibility
H: Set HP to 1
C + M: Regain control and enable leaving current room
F: Draw Ralsei Block over Ralsei
SHIFT + V while controlling Kris: Give/Take Camera
H while obj_board_controller.pathfind_debug is true: Draw Board Collision Grid
F11 while in battle: Lose battle

CTRL + SPACE: Start recording movement for currently controlled character
CTRL + SPACE while recording movement: End recording, replay movements
CTRL + SPACE while movement is replaying: Save recorded movements to susieplayback.ini in save folder

==== NORMAL BOARDS ====
I: Toggle Invincibility
ADD: Get 100 Points
SUBTRACT: Lose 100 Points
M: Mute Music
Q: Add a Q to your inventory
F5: Delete onscreen enemies or Quizzlers

--- BOARD 1 ---
F: Set Ralsei's HP to 1
K: Add a key to your inventory
W + K: Get all keys, mooncloud stone, and lancer
W + V: Warp to bottom left quiz
SHIFT + W OR CONTROL + O: Drain pond, dry up board
SHIFT + UP: Toggle Susie's grab ability (also works in room_board_tests)
F5 in first block puzzle room: Finish Puzzle
F5 in second block puzzle room: Start Ralsei block part

--- BOARD 2 ---
K: Add Lancer to your inventory
N: Get Lanino/Elnina
SHIFT + N: Switch between Lanino and Elnina being in your inventory
W + 1: Get all photos
W + T: Remove/Bring back Tenna
W + P: Warp to Shuttah battle
W + B: Spawn boat at the starting area
W + E: Warp to the Pippins battle while Susie's controlling Kris
W + V: Warp to Ribbon/Pizza Deoderant shop
W + F: Warp to the Pippins battle while Susie's controlling Kris (but right above the enemy this time)
F5 in bridge puzzle room where you gain control of Susie: Solve puzzle

--- BOARD 3 ---
K: Add Lancer to your inventory
W + R: Warp to the end of the board
W + V: Warp to the quiz on the shore

--- BOARD 3b ---
W + V: Warp to empty room (deleted section of the board)

==== SWORD ROUTE BOARDS ====
P: Toggle God Mode (separate from main god mode)
I: Teleport sword pickup to Kris
O while Kris has a sword: Increase LV
Q while Kris has a sword: Draw current XP value and XP amount for next level
W + C: Show pop up with current hex value for the screen glow's color

--- BOARD 1 ---
W + V: Teleport to tree looping section (only works if already in the tree room, room_board_1_sword_trees)

--- BOARD 2 ---
W + B: Create boat object under Kris
W + V: Warp to Ice Door

--- BOARD 2 DUNGEON ---
H while the room is starting: Set board start animation to the post-death one
W + V: Warp to red headband door

--- BOARD 3 ---
H while the room is starting: Set board start animation to the post-death one

--- BOARD 3 DUNGEON ---
W + V: Warp to black monster room




=== CHAPTER 4 ===
CTRL + SHIFT + I: Display Kris's floorheight variable (largely unused outside of some test rooms)
V while climbing: Toggle visibility of Kris and several other climbing objects
B: Toggle visibility of dark overlay in many rooms
V: Toggle room glow in multiple rooms (often doesn't work properly due to other factors like prophecy panels also controlling the glowing)
numpad5 while Titan star dissolving animation exists: Play/restart animation
D in rooms where obj_climbingarea exists (only used in several unused rooms as it's for the early climbing system): Toggle climbing flag

==== BATTLES ====
--- JACKENSTEIN ---
TAB: Make all treasure move to the soul
TAB during attack after using unleash: Change flee type of the jackolantern
SPACE during attack after using unleash: Show soul glow and jackolantern hitboxes

--- SOUND OF JUSTICE ---
MOUSE SCROLL UP: Increase Attack Pattern ID
MOUSE SCROLL DOWN: Decrease Attack Pattern ID

--- TITAN ---
numpad4: Create smoke coming from left side of Titan
numpad6: Create smoke coming from right side of Titan
BACKSPACE: Take away 1000 HP
LEFTSHIFT + BACKSPACE: Set HP to 10001 to trigger ending sequence
BACKSPACE while healing during ending sequence: Transition back to normal state

--- MIKES ---
CTRL + SHIFT + 1: Skip to final attack
SHIFT + 0: Reset Microphone

==== RHYTHM GAME ====
1-6 when the rhythm game room starts: Tries to load different songs like in Chapter 3 but can't due to some new code
numpadSUBTRACT when the rhythm game room starts: Loads into track select menu (menu doesn't load correct songs)
1-4 during Raise Up Your Bat: Set the difficulty of Kris's Solo
U: Cycle through tutorial states
P: Pause song
I: Toggle Autoplay
O: Toggle Debug Mode
F5: End minigame
F6: Lose minigame
ADD: Increase song volume by 10%
SUBTRACT: Decrease song volume 10%
LEFT SHIFT + ADD: Increase song volume by 50%
LEFT SHIFT + SUBTRACT: Decrease song volume by 50%
P during ranking sequence: Restart sequence

==== HOMETOWN ====
2 while Burgerpants running away object exists: Set con to 2

==== NOELLE'S HOUSE ====
--- DESS'S ROOM ---
Q during closet sequence: Activate Santa 1
W during closet sequence: Activate Santa 2

==== DARK SANCTUARY ====
P while the Lancer Prophecy room is starting: Warp to the Lancer Prophecy
P while the first room where the Titan spawn chases you is starting: Warp to point where Susie finds the light and meets Gerson
W + V in the room where Gerson breaks a prophecy panel: Set to right before he breaks the prophecy panel
P in room where Gerson tries to show the party which way to go: Warp to top left of the room (breaks sequence unless used after susie and ralsei go right)
W + V in Gerson's Study: Warp to Second Sanctuary version
P while the pre-golden piano room is starting: Toggle if the golden piano was played or not (Alters dialogue of the cuptain in the room)
W + E while pre-piano puzzle piece room is starting: Set if you saw Ralsei's room in Castle Town or not
P while Jackenstein's room is starting: Warp to post-fall part of room: (Makes room a bit bugged out visually)
W + V in Mizzle encounter room: Attempts to warp to bell, crashes due to trying to reference an instance of obj_climbloc for the y position of the warp (an instance isn't placed in the room)
P while room with the Knight prophecy is starting: Set the prophecy to be unbroken
P while post-knight climb room starts: set tempflag 90 to 1 (this does nothing, might have been intended to set to 2 since that does do something)
W + 1 in Holywatercooler room: Warp to top of the climbing sequence
W + V in the whispering statues room: Open top entrance to room, but also warps to about 1200 pixels below the room's boundaries
M while in dark rooms: Disable darkness and ripple effects

--- PRE-JOCKINGTON GROWS THE BEARD DARK ROOM ---
P while room is starting: Prevent Gerson silhouette in top right of the room that runs out after being spotted from disappearing (normally unused due it being programmed to disappear when global.plot is >= 127, and the previous room sets global.plot to 127)
W: Warp to the left of the Gerson silhouette
E: Warp to below the Gerson silhouette

--- HERO PROPHECY PANEL BROKEN ROOM ---
1 while room is starting: Toggle if the prophecy was listened to or not
P while room is starting: Warp to the meeting Gerson scene

--- PRE-GERSON RIPPLE PUZZLE (PRE-CHASE SECTION) ---
P while room is starting: Warp to right before the chase section
W + 1: Warp to the second time you see Gerson's silhouette run away in the room
W + 2: Warp to the third time you see Gerson's silhouette run away in the room

--- ANCESTOR WORSHIP ROOM ---
1 while room is starting: Load the room in its pre-Second Sanctuary state
2 while room is starting: Attempts to load Second Sanctuary version of room, cause surface-related crash
3 while room is starting: Load the room in its post-Second Sanctuary state, with the enemy in the Second Sanctuary room being spared
4 while room is starting: Load the room in its post-Second Sanctuary state, with the enemy in the Second Sanctuary room being beaten with violence

--- PRE-JACKENSTEIN PIANO PUZZLE ---
1 while room is starting: Set puzzle state to unsolved
P while room is starting: Make the jackolantern from Jackenstein's fight to appear in his room

--- LEFT PIANO PUZZLE PIECE ROOM ---
P while room is starting: Make chest closed
W + V: Warp to puzzle piece spot

--- EAST CLIMB CHALLENGE TO MIZZLE ---
1 while room is starting: Set room to pre-completed state
2 while room is starting: Set room to completed state
3 while room is starting: Load to the sequence where the Cuptains try to stop you from reaching the Mizzle
W + 2: Warp to sequence where the Cuptains try to stop you from reaching the Mizzle
W + 3: Warp to the party where the Mizzle is woken up

--- LARGE ORGAN ROOM ---
P while room is starting: Reset dog easter egg when attempting to play Megalovania
1 while room is starting: Set room state to first time entering
2 while room is starting: Set room state to returning after closing eyes with Ralsei (places you in a wall)
3 while room is starting: Set room state to returning after getting the SheetMusic (places you in a wall)
4 while room is starting: Set room state to returning after using the SheetMusic (places you in a wall)
B: Toggle organ state between solved (meaning you can play it yourself) and unsolved (triggers the plink sound and stops you after a few keys)
N or BACKSPACE: Empty log of notes that have been played (used to trigger responses to certain notes being played)
O: Copy log of notes that have been played to clipboard, represented by letters
UP + H: Opens a window that you can input a string into (like the one you get by pressing O), which then copies the string and a version of it with symbols for the piano direction each character in the string represents to your clipboard
numpad8: Increase Cuptain stack length
numpad5: Decreaase Cuptain stack length
numpadADD: Increase length between Cuptains
numpadSUBTRACT: Decrease length between Cuptains
numpadMULTIPLY: Toggle party being on the stack
numpad0: Play arriving animation

--- ROOM BEHIND THE WATERFALL ---
B: Play the Titan Spawn spawning effect in the top right of the screen
W + 1: Warp to getting the Golden Piano puzzle piece
W + 2: Warp to right before the party where Gerson turns on the lights

--- KNIGHT CLIMB ---
P while the room is starting: Start pre-climb scene
W + 2 while climbing: Warp to near the end of the climb

==== SECOND SANCTUARY ====
P in THE PRINCE prophecy room: Set plot to before seeing the prophecy
P in the Forgotten Man's room: Show the triggers in the room

--- ROOM OUTSIDE THE FOUNTAIN ---
1 while room is starting: Set room to first time entering state
2 while room is starting: Set room to pre-fountain sealing state

--- RIPPLE ROOM ---
V: Transition to post-transformation version of the room
W: Same thing but faster

--- RIPPLE ROOM POST-TRANSFORMATION ---
P while room is starting: Set tempflag 90 to 1 (this does nothing)

--- THE CAGE AND THE GIRL PROPHECIES ROOM ---
P while room is starting: Set plot to 238
1 while room is starting: Set plot to 238 and warp to THE CAGE prophecy
2 while room is starting: Set plot to 238.2 and warp to THE GIRL prophecy
E while room is starting: Reset the encounter flag for the top enemy

--- MONEY FOUNTAIN ---
1-6 while room is starting: Set amount of money given in Dark Sanctuary fountain to amount for the corresponding prize
7 while room is starting: Set amount of money the Forgotten Man gave to 1
8 while room is starting; Set amount of money the Forgotten Man gave to 0
W + 0: Warp to Dark Sanctuary money fountain room

--- ROTATING TOWER ---
P while room is starting: Set global.plot to 0
1 while room is starting: Set room to pre-climb state
2 while room is starting: Set room to post-climb state and warp to the upper part of the room
W + 1: Warp to the end of the climb
W + 2: Set room to post-climb state and warp to the upper part of the room

--- WINDOW ROOM ---
P while room is starting before entering the Forgotten Man's room: Set next time the secret room is entered to be the Forgotten Man's room
P while room is starting after entering the Forgotten Man's room: Allow the Forgotten Man's room to be entered again

--- GERSON'S STUDY ---
1 while room is starting: Set room state to first time entering
2 while room is starting: Set room state to before seeing susie's dialogue while walking past the doors and warp to before that point
3 while room is starting: Toggle warp to Sound of Justice room for after losing to it
T: Set D$ to 4
1: Set D$ to 100
2: Set D$ to 99
W + 0: Warp to Dark Sanctuary version

--- GERSON CHASE ROOM ---
P while room is starting: Warp to the part where you can hear sounds
O while room is starting: Warp to the part where Susie falls

--- SOUND OF JUSTICE BATTLE ROOM ---
V while room is starting: Prevent intro skip after dying
B while room is starting: Skip to Kris saving Susie
N while room is starting: Skip to Ralsei destroying the statue

--- FIRE EXTINGUISHER ROOM ---
P while room is staarting: Set room state to before walking up the stairs
W + V: Warp to the top of the stairs

==== THIRD SANCTUARY ====
P while the dark room with enemy encounters or the FRIEND room is starting: Reset FRIEND room state
W + 1 in the dark room with enemy encounters: Warp to friend room entrance

--- FLOWER MAN PROPHECY ---
1 while room is starting: Set Organikk convo state to the one where you got the Egg in the Second Sanctuary
2 while room is starting: Set Organikk convo state to the one where you didn't get the Egg in the Second Sanctuary

--- JACKENSTEIN CLIMB ---
numpad8: Increase Cuptain stack length
numpad5: Decreaase Cuptain stack length
numpadADD: Increase length between Cuptains
numpadSUBTRACT: Decrease length between Cuptains
numpad0: Play throwing animation

--- GLOWING SOUL SEQUENCE ---
P: Make Susie swap places with Kris
W: Make Ralsei swap places with Susie




=== CHAPTER 5 ===
SHIFT + C: Toggle Platforming ability
SHIFT + H: Toggle Ralsei's Hat
CTRL + SHIFT + I: Display Kris's floorheight variable (unused outside of one test room)
Left face button on controller while the top face button is mapped to MENU: Alternate jump button
Top face button on controller while the left face button is mapped to MENU: Alternate attack button
SPACE during the credits: Pause/Resume credits (doesn't pause the castle town cutscenes but prevents them from continuing to the next one while paused)
V while obj_towery_orbiter exists in room_plat_lab (impossible without further hacking): Show debug info for obj_towery_orbiter

==== BATTLES ====
--- TRASHY TRIO ---
CTRL: Add 98% Mercy
CTRL during the trashy Beam Attack: Activate the Beam Attack

--- PINK ---
F1: Set DOKI to max
F7: Get set available TP to 100
I: Skip to next phase
V during dates: End date

--- FLOWERY ---
P: Skip to next phase
ALT: Go to next attack category
CTRL: Go to previous attack category
1-9: Select attack number in current category
END: Toggle attack pattern debug UI
D: Set Flower Man's position to right before the lyrics kick in
E: Set Flower Man's position to right before the slow section when the background transition happens

==== RHYTHM GAME ====
1-6 when the rhythm game room starts: Tries to load different songs like in Chapter 3 but can't due to some new code
numpadSUBTRACT when the rhythm game room starts: Loads into track select menu (menu doesn't load correct songs)
1-4 during Raise Up Your Bat: Set the difficulty of Kris's Solo
U: Cycle through tutorial states
P: Pause song
I: Toggle Autoplay
O: Toggle Debug Mode
F5: End minigame
F6: Lose minigame
ADD: Increase song volume by 10%
SUBTRACT: Decrease song volume 10%
LEFT SHIFT + ADD: Increase song volume by 50%
LEFT SHIFT + SUBTRACT: Decrease song volume by 50%
P during ranking sequence: Restart sequence

numpadADD while room is starting: Attempts to load selected song's chart from an external file instead


==== GARDEN ====
SPACE during the Flowery introduction video: Pause/Resume video

--- FLOWERY JOINS PARTY ROOM ---
1: Start scene where Flowery joins
4: Start battle where Flowery makes the Floradinns kiss

--- VOICE CLIPS SCENES ROOM ---
P while the room is starting: Enable Voice Clips
O while the room is starting: Create object for the visuals during Ralsei's battle menu explanation

==== FLOWER CASTLE ====
BACKSPACE while behind-curtain Orange exists: Make Orange slightly transparent.
1 in the Seth and Orange platforming battle room while in platforming mode: Transition to the Orange's true form reveal cutscene
P while the pre-Blue and Yellow battle cutscene is starting: Skip to the post-battle cutscene

--- LEFT SIDE ASGORE CUTSCENE ---
O while the cutscene is starting: Set progress on the right side of the castle to 0
P while the cutscene is starting: Set progress on the right side of the castle to 100

==== TOP OF CASTLE ====
P while the room where Susie and Ralsei act by themselves is starting: Skip to the part where Ralsei Fireshocks the shuriken


