Getting back to the original subject.
I tested LPChip's method for hiding Juni and using her wall-swimming as a timer. The player can still throw the timer off by jumping or climbing. The obvious solution is to add no-jump and no-climb objects, but now we've run out of layers. I suggest taking the player's climb power-up away when shifting into the timer. Then give it back when shifting out of the timer. One further consideration must be taken though. Does the player already have the climb power-up? If not the timer could inadvertently give it away. The solution, flag test for the climb power up and have duplicate screens. One toggles the climb power-up. One does not.
Timer layout:
Layer 3) Any solid tile
Layer 4) Sticky object
Layer 5) No-Jump object
Layer 6) Shift
Layer 7) Custom object or a solid Liquids object (to hide Juni )
world.ini code: (shift A takes Juni to timer, sift B is at top of timer.
[room 1]
Flag(A)=Power1 ;tests for climb power up
FlagWarpY(A)=1 ;if player has climb they move down 1 screen
ShiftXPos(A)=-2 ;location of the timer
ShiftYPos(A)=-5
ShiftSound(A)=None
ShiftTouch(A)=True
ShiftEffect(A)=False
ShiftVisible(A)=False
ShiftXPos(B)=2 ;location Juni appears after timer
ShiftYPos(B)=4
ShiftSound(B)=None
ShiftTouch(B)=True
ShiftEffect(B)=False
ShiftVisible(B)=False
[room 2] ;the screen you may have flagged to
ShiftXPos(A)=2 ;location of the timer
ShiftYPos(A)=4
ShiftSound(A)=None
ShiftTouch(A)=True
ShiftEffect(A)=False
ShiftVisible(A)=False
ShiftFlagOff(A)=Power1 ;removes climb ability
ShiftXPos(B)=2 ;location Juni appears after timer
ShiftYPos(B)=4
ShiftSound(B)=None
ShiftTouch(B)=True
ShiftEffect(B)=False
ShiftVisible(B)=False
ShiftFlagOn(B)=Power1 ;replaces climb ability