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Entities

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Revision as of 18:34, 28 November 2023 by Artubass (talk | contribs) (renamed Disappearing Platforms to Crumble Blocks)
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This table can be sorted in alphabetical order or by the chapter of the first appearance, in either ascending or descending order. To do so, press the corresponding header cell. Note that some objects in Farewell are just reskins of objects appearing earlier, and they are not listed as separate entries.

Warning: This table is not 100% complete or accurate. If you spotted an error, feel free to correct it by editing this page.

Obstacles and Objects in Celeste
Image Object name Alternative names Summary Chapters
found in
Badeline Boss A Badeline Boss is a boss who attacks Madeline using laser-like beams and red projectiles that kill on contact. Every time a Badeline Boss is hit, by moving sufficiently close to her, she either moves to another point within the room or flies to the next one. 6A  •  6B
Badeline Chasers Flying Badelines Badeline Chasers spawn behind Madeline or another Badeline Chaser, and follow her, ignoring any collision, three seconds behind either Madeline or (if there are multiple Badeline Chasers) one second behind the previous Badeline Chaser. Up to five can spawn in vanilla Celeste. They spawn as soon as Madeline starts moving in a room with them, and will kill her on contact. 2
Badeline orbs Purple Orbs
Badeline Launchers
Badeline Orbs are purple orbs which, on contact, either trigger an animation where Badeline launches the player upwards in an (exclusive) spinning state, or propels the player upwards and refills their dash simultaneously. 6A  •  7  •  8  •  9
Barriers Seeker Barriers Barriers are nonlethal, walk-through and transparent objects that forbid Seekers from going through, propelling them off, and destroy Jellyfish on contact. 5  •  9
Bird The Bird, as an interactable object in Farewell, flings Madeline rightwards whenever she is in its range, refilling her dash. 9
Blades Stars (chapter 9) Blades, and Stars (a retextured version of Blades), spin either following a line or in a circular motion, killing Madeline if she ends up touching it. 5  •  7  •  9
Blue Torch Blue Torches are off by default, but light up when Madeline walks past them, or otherwise approaches them. They are primarily found in dark areas in Mirror Temple. 5
Bridge Collapsing Bridge A bridge exists near Granny's shack, which is needed to cross in order to proceed. In Prologue, it ends up collapsing, forcing Madeline to dash. The Epilogue version of it is reinforced with planks and is more durable. Pr.  •  Ep.
Bumpers Sparkly Platforms
"Hot" variant:
Angry Bumpers
Hot Bumpers
Bumpers are circular brown platforms with blue borders and serious faces that bounce the player in the direction the player touches. Bumpers temporarily shrink and switch off for a fraction of a second before reactivating each time it is touched. When in "hot" mode in Core, Bumpers become angry and gain spikes, killing Madeline upon contact. 6  •  8
Cassette Block Alternating Blocks
Rhythm Blocks
Cassette Blocks are alternating blue and pink blocks which shift to a beat. They are often paired with 8-bit versions of a chapter's music. They appear in all Cassette Tape rooms, the last room of every B-Side, and Chapter 9, where they also appear in three-color (blue, pink, yellow) and four-color (blue, pink, yellow, green) variants. Only one of each color is active at a time: for example, when a block switches to pink, Madeline will fall through the blue block she was standing on before. Cassette Blocks may also contain spikes on them, which kill the player on contact. 1  •  2  •  3
4  •  5  •  6
7  •  8  •  9

(All except
C-Sides)
Cassette Tape Cassette Cassette Tapes are collectables that unlock the B-Side of the chapter it was collected in. The Cassette Tape is located at the end of each Cassette Tape room. After claiming it, Madeline is transported to the beginning of this room (or to the end, in Core) safely via bubble, and the Cassette Blocks deactivate. 1  •  2  •  3
4  •  5  •  6
7  •  8

(A-Sides)
Checkpoint Flags Checkpoints Checkpoint Flags are flags which, upon contact, light up and set Madeline's checkpoint to the platform beneath the flag. Checkpoint Flags also contain a number, which indicates the number of checkpoints before a goal (in vanilla Celeste, the Summit). 7A  •  7B
Clouds Clouds are bouncy platforms which first squish downwards when Madeline lands on one, and then launch her upwards. Buffering a jump whilst standing on a cloud allows Madeline to gain large amounts of height. Blue/White Clouds are permanently seated, while Pink Clouds despawn after propelling Madeline upwards (and subsequently respawn). 4  •  7  •  8B  •  9
Clutter Junk Clutter refers to objects liberally placed in the Celestial Resort. There are three types of clutter in Celeste; depressing a switch for the corresponding type of clutter will remove all clutter of the type from the level. 3A  •  3B
Clutter Switch Junk Switch
Resort Switch
Clutter switches clean up all clutter associated with the switch. This can be told by looking at the object depicted on the switch. There are three types of clutter switches in Celeste, each one corresponding with one type of clutter. 3A
Conveyor Wall Conveyor Belt
Wall Booster
A conveyor belt that propels Madeline upwards. If she ungrabs at the right time, it can launch her a relatively significant distance upwards.

In Core, it only exists while in "hot" mode; it is replaced by Ice Walls while in "cold" mode.

8  •  9
Core Switches Core Flip Switch A switch that permits toggling between "hot" mode and "cold" mode in Chapter 8: Core. Some switches are "bidirectional", allowing switching between hot and cold mode; others are unidirectional, only allowing switching 'to' hot mode or 'to' cold mode, deactivating afterwards. 8
Crumble Blocks Disappearing Platforms Gray, unstable platforms which disintegrate shortly after Madeline either grabs it or stands on it, and vanish instantly if Madeline jumps off. They respawn a few seconds later. 1  •  2  •  3
4  •  5  •  6
7  •  8  •  9
Crystal Heart Heart A collectable found in all gameplay chapters. It comes in four colors: blue for A-Sides, red for B-Sides, yellow for C-Sides, and gray for Farewell. Dashing into it will make you slow down before finally stopping. Then, pressing the Confirm button will continue the game or finish the chapter (in Core, B- and C-Sides). 1  •  2  •  3
4  •  5  •  6
7  •  8  •  9

(All sides)
Crystal Heart Gate Crystal Heart Gates are cyan-colored barriers that block Madeline from advancing unless she has a set number of crystal hearts collected within a given save file. If Madeline stands to the left of a closed crystal heart gate, it will start counting the number of hearts she has; if there are enough, the gate will open up from the center, horizontally, with a "flash" line effect. 8A requires 4 hearts, 8B and Farewell require 15, and 8C requires 23 hearts. 8  •  9
Dash Refills Dash Crystals
Dash Diamonds
A diamond which, upon touching, if Madeline isn't at her full number of dashes or if her stamina is running low, will refill her dashes to the maximum possible (or one dash in Farewell), and her stamina to the maximum value of 110. 1  •  2  •  3
4  •  5  •  6
7  •  8  •  9
Double Dash Refills Double Dash Refills
Double Diamonds
A double diamond which, upon touching, if Madeline doesn't already have two dashes or is running low on stamina, will refill her dashes to 2 regardless of her maximum number of dashes, and refill her stamina to the maximum value of 110. This dash will not refill itself after Madeline uses it up. 9
Dash Platform Dash Block
Swap Block
A platform which very quickly shifts according to a see-through outline to its other end as soon as Madeline dashes, and slowly retracts back to its original location. Madeline can gain a considerable amount of momentum using these platforms, especially when using a hyperdash off them. They can be of different sizes and can go both horizontally and vertically. 5  •  7  •  8B
8C  •  9
Dash Switch Button A switch, typically green or yellow, which, when dashed into, or bashed via a Theo Crystal, a seeker, or a jellyfish, will open up a Temple Gate, allowing Madeline to progress. 5  •  7  •  9
Dream Blocks Space Jam An extremely versatile block that Madeline can dash through, jump off, climb, jump whilst exiting the block, and even hyperdash out of one. A deactivated version appears in Old Site A-Side. 2  •  7A  •  7B
8B  •  8C  •  9
Dust Bunnies Sludge
Red Blobs
Lethal, black in color but outlined in red obstacles that effectively act the same way as either blades or spinners. They are extremely common in Celestial Resort, and Mr. Oshiro emits them when stressed. 3  •  7A  •  7B  •  9
Dust Triggers Trigger Spikes
Dust Tendrils
Dust Tentacles
Red hairs that appear on surfaces, such as walls and ground. Madeline can walk on them just fine, but after walking on them, they transform into dust bunnies, which are lethal. 3  •  7A  •  7B  •  9
Electricity Lightning Electricity blocks Madeline's advance in Farewell. It can be removed by destroying the Electric Box in the room. 9
Electric Box Lightning Breaker Boxes
Generator
Electric Boxes are found exclusively in Chapter 9, in Power Source, Reconciliation, and Farewell checkpoints. Dashing into it twice will destroy it, eliminating all electricity in the room. Destroying the box will also restore your dash. 9
Falling Blocks Collapsing Blocks Some usually unmarked blocks can fall either when Madeline crosses a trigger or interacts with them (grabs or lands on them). These often appear like any other block, and may have things such as spikes attached to them. All except Ep.
Feather Feathers are special items which put Madeline into feather mode for approximately five seconds. In feather mode, Madeline is constantly moving, and can go in any direction (orthogonal on the keyboard, unlimited on the controller), immune to gravity. 6  •  7  •  8  •  9
Feather (trapped) Shielded Feather Trapped Feathers behave similarly to normal Feathers, but they are encased in a bubble. The bubble prevents Madeline from activating the feather unless she dashes into it. 6
Fireball Hazardous balls of fire are found in the core, moving along set paths one after another. They move faster than their icy counterpart, and are lethal.

In Core, it only exists while in "hot" mode; it is replaced by Ice Balls in "cold" mode.

8  •  9
Fire Platform Core Block
Bounce Block
Fire platforms are the much more active form of Core Blocks. When Madeline stands on or grabs onto one, the platform will gently move alongside Madeline for a moment before slinging in the opposite direction, flinging Madeline away.

In Core, it only exists while in "hot" mode; it is replaced by Ice Platforms in "cold" mode.

8  •  9
Golden Berry Goldberry A Golden Berry is an unusual collectible that is unlocked when Core B-Side is completed. Once unlocked, they can be seen in every gameplay chapter already beaten. When grabbed, the player must complete the whole chapter (a bit less in Old Site, and a bit more in Farewell) without dying to have it collected. If the player dies, they will be sent back to the room they grabbed it, and it must be grabbed again. 1  •  2  •  3
4  •  5  •  6
7  •  8  •  9

(All sides,
if unlocked)
Green Bubble Green Booster
Orb
Green orbs that will give Madeline a short boost in any of the eight directions she can dash in. Essentially acts as an extra dash. 4  •  7  •  9
Ice Ball Ice Chunk Hazardous chunks of ice are found within the core, moving along set paths one after another. They move slower than their fiery counterpart, and while they are lethal when approached from the left, right, or bottom, they can be bounced off of from the top. Doing so will restore Madeline's dash and destroy the ice ball until Madeline dies or triggers a screen transition.

In Core, it only exists while in "cold" mode; it is replaced by Fireballs in "hot" mode.

8  •  9
Ice Platform Core Block Ice platforms are the dormant form of Core Blocks. When Madeline stands on or grabs onto one, the platform will slowly fall for a moment before disappearing entirely.

In Core, it only exists while in "cold" mode; it is replaced by Fire Platforms in "hot" mode.

8
Ice Wall Wall Booster An Ice Wall has all the properties of a standard wall, except you cannot grab them, meaning you can still wall kick, wall bounce, neutral, etc. off them.

In Core, it only exists while in "cold" mode; it is replaced by Conveyor Walls in "hot" mode.

8  •  9
Intro car Funny car
Starting vehicle
Maddy Car
The intro car is a vehicle that can first be found in Prologue by going to the left at the starting screen. It can be jumped on, bouncing a little whenever Madeline lands on it. It became very famous in the Celeste community and is frequently used in mods. Pr.  •  8A  •  9
Jellyfish Glider
Jelly
Parachute
Jellyfish are grabbable objects that act as parachutes, allowing Madeline to fall slowly while she glides. Holding up will make Madeline fall slower, and holding down will make her fall faster. Dashing into the Jellyfish right before grabbing it will carry the momentum of the dash once you grab it, propelling you in whatever direction you were dashing. 9
Kevin Kevin
Covert Block
Angry Platform
Kevin blocks are brown and have a face on them. Once Madeline dashes into any of its sides with a blue outline, Madeline will bounce up, and the Kevin block will awaken. The block will continuously move towards whatever side Madeline dashed into, making an "ororororo" sound, until it hits a wall or Madeline dashes into another one of its sides. Once it hits a wall, the Kevin block will slowly move back to its original position. 6  •  8B  •  8C  •  9
Key Keys will follow Madeline upon collecting them. They are saved upon Madeline's death. Madeline can have multiple keys with her. They open locks automatically when Madeline approaches them. 3  •  5  •  7  •  9
Lock Locks are objects blocking Madeline's path that can be opened (destroyed) with a Key. 3  •  5  •  7  •  9
Moving Block Move Block Moving blocks are black, with a blue arrow in the middle. Grabbing or stepping on the block will activate it, turning the arrow green and making the block move in whatever direction the arrow is pointing. Some moving blocks have blue sides, allowing Madeline to control the block by standing on/grabbing the side and pressing a direction perpendicular to the direction the arrow is pointing. If a Moving block hits a wall for too long, the arrow will turn into a red X and the block will shatter, respawning at its original position shortly afterward. 4  •  7  •  9
Moving Platforms Platforms that move on a set track indefinitely, affecting Madeline's movement if she lands on them. 3  •  4  •  7  •  8B
One-Way Platforms Jump-throughs
Brown Platforms
One-Way Platforms can be passed from below, but you can't drop down them, acting as one-way gates. They appear in every chapter except Epilogue. All except Ep.
Oshiro Boss Oshiro A form of Mr. Oshiro after Badeline angered him in the Presidential Suite subchapter of Celestial Resort. He follows Madeline, periodically charging at her. Approaching him while charging from below or the side instantly kills Madeline, however, jumping on him from above sends Oshiro into a cooldown and refills Madeline's dashes. 3
Pufferfish Fish Pufferfish are found in Farewell. A line can be seen when approaching it. If you touch the dots below the line, it will explode, propelling you in the direction you approached it from. Otherwise, bouncing on it will make it go down; it is required on many levels with Pufferfish. They can also activate touch switches. 9
Red Bubble Red booster
Red orb
Red bubbles act similarly to Green bubbles, but unlike the latter, which only offer a quick burst of movement, a Red bubble will continue to propel Madeline in whatever direction she initially chose until Madeline hits a wall or cancels the bubble with a dash. 5  •  7
Seeker Monster Seekers are enemies found within the Mirror Temple. They have many properties similar to Madeline, as they can activate switches and buttons, and are able to dash. They aggressively seek out Madeline and will dash once the path to her is clear. They can not pass through barriers and can be jumped on, which restores Madeline's dash and stuns the Seeker for a bit. When respawning, if Madeline is close to the Seeker when it is about to respawn, it will send her flying in the opposite direction. 5A  •  5B
Sinking Platforms Sinking platforms move down when Madeline stands on them and go back up when she leaves. Pressing the down button will make them sink faster. 3  •  7
Snowball Snowballs are constantly launched from the right side of the screen, forcing Madeline to avoid them. They act similarly to Mr. Oshiro's boss form: if they approach underneath, Madeline dies, but jumping on them allows her to bounce and refill her dash(es). 4  •  7
Spikes Spikes are tiny objects, usually found grouped, that instantly kill Madeline upon contact unless she is moving in their direction (away from them). They appear in every numbered chapter, with chapters 4, part of 5, and 6 having their reskins. They can be attached to other objects, notably Cassette Blocks where they are colored the same as the block they are connected to. 1  •  2  •  3
4  •  5  •  6
7  •  8  •  9
Spinners Crystals Spinners are circular spike-like objects which act similarly to dust bunnies, killing Madeline when she touches their hitbox. They often appear connected in large formations and can be colored differently based on the chapter. 4  •  5  •  6
7  •  8  •  9
Springs Springs are objects that, upon contact, bounce Madeline, a Theo Crystal, a Pufferfish, or a Jellyfish in the direction the springs are facing. They can be oriented left, right, or up. 1  •  2  •  3
4  •  5  •  6
7  •  8  •  9
Starjump Blocks Moon Blocks (chapter 9) Starjump blocks, found in Core, move down a little when Madeline stands on them. In Farewell, Moon blocks additionally can be "bumped" from the side. 8A  •  8B  •  9
Temple gate (gold) A gold gate, blocking Madeline's path, that opens automatically when a Theo Crystal is near it (about 5 tiles). It appears in 5A (Rescue checkpoint) and 5B (Mix Master checkpoint) 5A  •  5B
Temple gate (gray) A gray-colored gate that can block Madeline's path. It can be opened by pressing a corresponding Dash Switch or triggering all Touch Switches in a room. A variation of it closes automatically and permanently when Madeline has passed it, acting as a one-way gate. 5  •  7  •  9
Theo Crystal Theo A Theo Crystal is a grabbable object that appears in the last checkpoints of 5A and 5B. Gold temple gates automatically open when a Theo Crystal is near, and it is required to carry it to the exit to progress. It can activate touch switches and dash switches, and also interferes with Seekers' trajectory. 5A  •  5B
Tiles Blocks Tiles are the core component of all levels in Celeste. They form walls, floors, and ceilings. Madeline can walk or climb on some of them, and perform various techniques. There are over 20 different tilesets used in-game (for the foreground), with distinct sounds played upon interaction. All
Touch Switches Shields
Coins
Touch switches are triggered by Madeline, a Theo Crystal, a Seeker, a Pufferfish, or a Jellyfish upon contact. When all Touch switches in a room are activated, Touch Switch platforms move or a Gray Temple Gate opens (in Mirror Temple). 1B  •  2  •  3
4  •  5  •  6
7  •  8  •  9
Touch Switch Platforms Shield Platforms
Switch Gates
Touch Switch Platforms move to a predetermined place when all Touch Switches are activated. Like many blocks, they can have spikes attached. 1B  •  2  •  3
4  •  5  •  6
7  •  8  •  9
Traffic Block Zip-mover
Zipper
Traffic blocks are grey and attached to a conveyor. Standing on or grabbing the block will activate it, causing it to rapidly accelerate along its track before rapidly stopping at the end. Afterward, it will slowly move back to its initial position, where it can be activated again. Madeline can use this to gain momentum by jumping at the last moment.

A reskinned version of the Traffic Block is found within Farewell.

1  •  2  •  7
8B  •  8C  •  9
Water Madeline can move and dash underwater indefinitely, albeit slowly. Being submerged modifies the game's music and sounds. 3A  •  4  •  6
Wind Wind will affect Madeline's movement to varying degrees, sometimes making forward movement near impossible without dashing, or potentially making her speed up. Wind can blow in any cardinal direction (up, down, left, or right). 4  •  7  •  9