Trampolines and the Pocket Watch, Done Right
Two special gadgets are tucked away throughout the burrow: a deep-pink mushroom trampoline, and Mocha's stopped pocket watch.

The trampoline — height is opportunity
Step on the trampoline and you launch far higher than a normal jump.
Where a regular jump tops out around 1.7m, the trampoline sends you nearly 3m up.
That gap matters because the airborne carrots float between 1.5 and 2.5m.
A normal jump barely scrapes the bottom of that row, while a trampoline sends your whole arc through it.
One bounce can string several carrots together.
So the trampoline isn't just a way to dodge — it's a launchpad for sweeping up carrots in one go and driving your combo up.
That's also why a short magnet switches on as you launch: it's there specifically so you don't spill the arc of carrots hanging in the air.
That short magnet's duration can be extended in the shop as well.
Left-right movement still works while you're airborne.
So a trampoline's hang time is both carrot-collecting time and repositioning time for whatever comes next.
All you need to do is glance ahead and make sure the landing spot is clear of obstacles.
The pocket watch — buying three seconds
The pocket watch slows time to nearly half speed for 3 seconds the moment you grab it (it feels like about 0.45x).
The rabbit stays the same while the world goes into slow motion, which gives you the breathing room to clearly read the gaps between obstacles and slip through in fast sections.
On top of that, each one nets you a 30-point bonus.
Those 3 seconds are measured in real time.
Because the world slowed down, you actually descend a shorter distance during them, and in exchange you get longer to read what's coming.
It's a trade: give up a little depth score, buy safety.
The best use is in the deep sections where your speed has built up enough to feel frantic.
During those 3 slowed-down seconds, read the layout of the rocks and roots, and line up a safe path in advance.
Conversely, it does almost nothing in the slow opening stretch — you're looking more slowly at a section you could already read, so you're really just collecting the 30 points.
The watch can be upgraded to 5 seconds in the shop too.
If deep-run survival is the goal, that upgrade is one you feel.
What they have in common
Both are tools whose value rises exactly when the terrain gets dangerous.
The trampoline lets you leap over a section entirely; the watch buys time to read one.
And since both are also point sources, there's no reason to skip either.
If you had to rank them: trampoline when you want to build the combo, watch when you want to survive.
Earning points with trampolines while hearts are plentiful early, then leaning on watches once hearts run low, is a solid way to play them.
Up next: The deeper you go, the faster it gets — survival strategy by section →