Objects

*This page is sorted alphabetically. For a chronological breakdown, see the chapter pages themselves.*

This is a glossary of all object names used to refer to objects that appear in Celeste, where an object is defined as an item that the player can touch or otherwise interact with to change the game (e.g. walls do not count as an object, but spikes do.) Note that this glossary is not yet complete and may not list all occurrences or names of any given object.

## Angry Platforms/Kevin Blocks/Kevins

These are brown platforms with blue-and-brown borders on one or more sides of the platform and a face on the front of the platform. The face will have its eyes closed and its tongue sticking out in a peaceful or sleeping expression by default. However, if the player dashes against one of the blue-and-brown bordered sides, the eyes will light up blue, the mouth will contort into an angry expression, and the platform will charge in the direction of the side that the player dashed against (e.g. if it had a bordered left side and the player dashed against its left side, it would charge left). This platform will continue to charge, destroying any Semi-Smashable Walls in front of it in the process, until it collides with a normal wall, at which point the platform will resume its peaceful expression and slowly drift back to its starting position. The player may provoke it again during this process or while it is actively charging, causing it to instead charge in a different direction. No matter what the player does, however, once the player has finished dashing against it as many times as they are going to do so, it will retrace its steps to its initial position. These can be found in Chapter 6, Chapter 8, and Chapter 9. Names for this object include Angry Platforms, Kevin Blocks, and Kevins.

## Anti-Gravity Platforms

Floating platforms which hover in the air. They are weighed down slightly when stood on or grabbed. These can be found at the end of the A-Side and B-Side of Chapter 8.

## Barriers

These appear as transparent clouds filled with falling sparkles. Barriers cause Seekers to crash and bounce into them, preventing the Seeker from moving past it. In addition, Barriers will cause Jellyfish to immediately disappear upon contact, regardless of whether Madeline is holding it. Aside from their function on Seekers and Jellyfish, Barriers function as void space. Barriers are found in Chapter 5 and Chapter 9.

## Bird

A bird, specifically the one seen with the Old Woman, that flaps in place in the air. When touched, it will grab Madeline and fling her to the right, which also has the benefit of giving back her dash. The player is free to dash at any point in the fling and will retain the momentum from it when interacting with certain other objects. This can only be found in Chapter 9.

## Blades

Spinning squares with two silver points on each side that kill the player on contact. Blades move back and forth between two points as well as spinning. These can be found in Chapter 5 and Chapter 7.

## Blue Torches

Blue torches that are off by default, but will light up if the player touches them, leading the torch to permanently give off a circle of light that will illuminate otherwise dark areas. Blue Torches can be found in Chapter 5.

## Bumpers/Sparkly Platforms

Circular brown platforms with blue-and-brown borders, serious-looking faces with blue eyes, and with blue electricity sparkling around them. Upon touching one of them, the player will be bounced in the direction that they touched (e.g. if the player touched the top of the platform, the player will be bounced upwards). Also, upon touch, the platform will shrink temporarily before expanding to its normal size. While one of these platforms are shrunk, the player can pass right through it without being bounced. When the player horizontally dashes to a Bumper and before reaching it, faces the other direction, you would be launched with double distance and speed. When Hot/Cold Switches are flipped, these objects turn into Hot Bumpers. These objects can be found in Chapter 6 and Chapter 8. Names for this object include Bumpers and Sparkly Platforms.

## Cassette Blocks/Alternating Platforms/Rhythm Blocks

Platforms in either blue or pink that appear and disappear in a certain predictable pattern: all blue platforms of this type appear at once, then disappear just as the pink ones appear, which then disappear to let the blue ones appear, and so on. These platforms can be found in all chapters, but only at the ends of B-Sides and in rooms of normal chapters that include B-Side Cassette Tapes, with these platforms not appearing at all in C-Sides.

These platforms make a reappearance in Chapter 9, but now with yellow and green platforms along with the blue and pink platforms. They can cycle between all 4 colors or only 3 colors; for a four-color cycle, it starts with blue, then goes to pink, then yellow, then green before going back to blue again, while a 3-color cycle omits the green platforms (i.e. blue, pink, yellow, repeat). Names for this object include Alternating Platforms, Cassette Blocks, and Rhythm Blocks.

## Checkpoints

Rectangular brackets with a number (counting the number of Checkpoints until the end of the chapter) and a flag outline that fills in when the player passes the bracket. Touching the bracket and causing the flag to light up will cause the player to respawn by the checkpoint when they die. Checkpoints can only be found in Chapter 7 A-Side and Chapter 7 B-Side's 3000 M sub-chapters, as players respawn at the edge of a screen in most other cases (or, in rare cases, after passing a certain unmarked point partway through a screen).

## Circling Sludge

Small, roughly circular pieces of Sludge that circle a normal platform or a Falling Platform. They will continue circling the platform in question, even if it is an activated Falling Platform. Circling Sludge is almost identical to Moving Sludge except for the differences in trajectory (Moving Sludge moves back and forth between two points, while Circling Sludge moves in a circle). Circling Sludge can be found in Chapter 3 and Chapter 7.

## Collapsing Bridge

A bridge that collapses (mostly from front to back) on a set timer, forcing the player to either run across it at a certain speed (jumping or dashing when necessary) or fall off the screen. Only one exists in the game, and it is exclusive to the prologue.

## Collectibles

Collectibles are items scattered throughout the game that generally require an extra challenge in order to obtain them. There are three types: Strawberries, Hearts, and Cassette Tapes. See Collectibles for more information.

## Conveyor Walls

Walls with a conveyor-belt-like coating on one side. When the coating is grabbed, it will send the player rapidly upwards, launching them off the top and/or allowing the player to use the upwards momentum to jump very high. In order to gain maximum momentum the player has to jump just as Madeline hits the blinking red light at the top of the conveyor wall. These replace Ice Walls in Chapter 8 while Hot/Cold Switches are flipped to hot. These can be found in Chapter 8 and Chapter 9.

## Corrupted Spikes

Red, curled up spikes which resemble tentacles that kill the player on touch. These will line up walls and occasionally floors in groups. They function just the same as Spikes. These can be found in Chapter 5.

## Crystal Spikes

These are virtually identical to Spikes, but are somewhat wider, are blue instead of white (magenta in Chapter 6), and look somewhat like sai. Aside from that, their behavior is the same: they kill on touch and are even usually found in rows. These can be found in Chapter 4, Chapter 6, and Chapter 7.

## Crystals

Spiky, brightly-colored crystals that protrude from walls or platforms. Like Spikes, they kill the player on touch and are usually found in rows. They can be found in different chapters in different colors, including azure and magenta. Crystals can be found in Chapter 4 (azure), Chapter 5 (red), Chapter 6 (magenta), Chapter 7 (magenta, azure, red, and violet), Chapter 8 (azure and red), and Chapter 9 (color shifting).

## Dash Crystals/Diamonds/Gems/Refill Gems

Green diamond-shaped crystals that replenish the player's dash when one touches them. Upon being touched, these gems will also disappear for a short period of time before re-appearing and allowing itself to be used again. These can be found in all chapters except for the prologue and the epilogue. Names for this object include Dash Crystals, Diamonds, Gems, and Refill Gems.

## Dash Switches

Dark gray buttons with green lights that depress when the player dashes against them, or when crystallized Theo is thrown at it opening the Temple Gate that the Dash Switch is paired with. They can also be activated by throwing a Jellyfish at them. These can be found in Chapter 5, Chapter 7, and Chapter 9.

## Disappearing Platforms

Disappearing Platforms look like a series of stones attached together in a manner resembling a very small bridge. After a short time of standing on them or holding onto them, these platforms disappear, only reappearing after a short period of time has elapsed. When the player is standing on it and jumps the Platform instantly disappear rushing the process. If the player holds the Disappearing Platform it will break on a set time regardless if the player gets on top of it and jumps. These can be found in all chapters.

## Double Dash Crystals/Double Diamonds/Double Gems/Pink Diamonds/Pink Gems

Pink gems which appear as two conjoined single diamonds. They grant Madeline two dashes upon contact, even in levels where double dash is not otherwise possible. Double dash gained from these gems can be carried between screens. Not all Double Diamonds respawn. Names for this object include Double Dash Crystals, Double Diamonds, Double Gems, Pink Diamonds, Pink Gems. These are exclusive to Chapter 9.

## Falling Platforms

    *Not to be confused with Sinking Platforms.*
Blocks that fall after a short time of standing on them, holding onto them, or hitting an Angry Platform into them. Falling Platforms may look like any other platform in the game and may or may not have spikes attached to them. Falling Platforms can be found in all chapters.

## Feathers

Large golden feathers that turn the player into a golden comet-like object on touch, allowing the player to freely fly around the screen until either a time limit expires or the player dashes, at which point the player will be restored to their normal form. When the time limit is about to expire, the comet will rapidly flash between red and gold before transforming the player into their normal form. Almost immediately afterwards (or almost immediately after the time limit would expire, if the player leaves the Feather by dashing), the Feather will reappear in its original location. These can be found in Chapter 6, Chapter 7, Chapter 8, and Chapter 9.

## Fire Balls

Lethal, flaming balls that come either in infinite lines, continually moving on a set path, or in circles, constantly rotating along the circular path. These replace Ice Balls in Chapter 8 when Hot/Cold Switches are flipped to hot.

## Green Bubbles/Green Orbs

Green bubbles that, upon touch, launch the player in whatever direction corresponds with the direction keys that the player is holding down, recharging the player's dash. Green Bubbles will disappear after launching the player in a given direction, but will reappear very shortly after going so. These can be found in Chapter 4, Chapter 7, and Chapter 9.

## Guided Platforms

Dark purple platforms with an arrow pointing in a certain direction and one or two tabs (one located on top if the arrow points left or right, two—one located on the left side and one located on the right side—if the arrow points up or down). Upon being stepped on or hung onto, the Guided Platform will start moving in the direction that the arrow is pointing in; however, by standing on the tab (if on top) or holding onto the tab (if on one of the sides), the player can press an arrow key to move the platform in one of the two directions perpendicular to the one that the Guided Platform is moving in. For example, if the platform is moving upwards and the player hangs onto the tab on the left side and presses the left or right keys, the platform will move left or right, respectively. If a Guided Platform collides with another platform for more than a split second, the Guided Platform will disintegrate, reappearing in its original spot after a short period of time. Guided Platforms may also have Crystal Spikes on top of them. Guided Platforms can be found in Chapter 4, Chapter 7, and Chapter 9.

## Hot Bumpers/Hot Platforms/Angry Bumpers/Evil Bumpers

Circular red platforms with gray, lethal spikes sticking off in all directions, smiling or angry-looking faces with red eyes, and with orange electricity sparkling around them. These objects can be found in Chapter 8, replacing Bumpers when Hot/Cold Switches are flipped to hot. Names for this object include Angry Bumpers, Hot Bumpers, and Hot Platforms.

## Hot/Cold Switches/Core Switches/Core Flip Switches

Heart shaped switches that toggle the environment between hot and cold. When flipped from cold to hot, Bumpers become Hot Bumpers; Shattering Blocks become Launching Blocks; Ice Walls become Conveyor Walls; Ice Balls become Fire Balls; the ice in Rising Ice/Magma becomes magma; and the ice in Ice/Magma Corridors turns to magma and rises instead of descends. When flipped from hot to cold, these changes reverse. These switches are exclusive to Chapter 8. Names for this object include Core Switches, Core Flip Switches, and Hot/Cold Switches.

## Ice Balls

Blue balls of ice with spikes along the bottom and sides, but not along the top. These balls come either in infinite lines, continually moving on a set path, or in circles, constantly rotating along the circular path. If the player touches the spikes, the player will die, but touching the non-lethal top will bounce the player into the air (increased by jumping) and shattering the Ice Ball used in this way. These replace Fire Balls in Chapter 8 while Hot/Cold Switches are flipped to cold.

## Ice Walls

Walls with a blue coating on one side. These walls cannot be grabbed, making vertical ascension up the wall impossible by climbing (though other methods are still usable, such as neutral wall jumping). These replace Conveyor Walls in Chapter 8 while Hot/Cold Switches are flipped to cold.

## Ice/Magma Barriers

Blocks of ice/magma that kill the player upon contact. They'll appear and disappear depending on whether Hot/Cold Switches are toggled to hot or cold (with ice appearing when cold and disappearing when hot, and magma doing the opposite). These mainly serve as a means to gate paths depending on temperature, in a similar role of the Shimmer Blocks in Chapter 3. Ice/Magma Barriers are exclusive to Chapter 8.

## Ice/Magma Corridors

Rooms that have ice/magma along the top and bottom which kill on contact. While Hot/Cold Switches are flipped to hot, the ice turns to magma and slowly rises up; while cold, the magma turns to ice and slowly descends. As such, the ice or magma threatens to swamp the room if either hot or cold are maintained for too long, forcing the player to frequently switch back and forth between the two in order to pass through one of these Corridors. Upon entering the room or respawning, the magma or ice will appear at short distances from the top and bottom of the screen and will only start moving once the player moves. These rooms are exclusive to Chapter 8.

## Jellyfish/Jellyfish Gliders/Jellyfish Parachutes

These are large blue jellyfish which can be grabbed to increase hangtime. Players can take hold of the jellyfish by pressing and holding the climb button. While holding, the up and down buttons can be used to fall more slowly or more quickly than default falling speed. By default, jellyfish are thrown whichever direction the player is facing when released. The down button can be held in order to release jellyfish in place. Normal movement, jumping, and wall jumping are all possible while holding a jellyfish, while they must be released in order for Madeline to dash. Several obstacles in Chapter 9 require Madeline to release, then dash, then grab again, all while mid-air. This dash in this manuever can be either directly upward or diagonally upward, and will result in a significant increase in height, even above the initial position. Jellyfish are buoyant enough that vertical walls can be slowly climbed by continuously wall jumping away from the wall and returning to it. Holding jellyfish does not consume stamina, even mid-air. Jellyfish do not replenish dashes. Jellyfish will naturally float downward after release. Jellyfish are not affected by most surfaces, such as spikes. A notable exception is that of Barriers, which instantly destroy jellyfish upon contact. Jellyfish do not respawn unless Madeline dies or leaves the stage. Jellyfish can be carried between stages. Jellyfish are exclusive to Chapter 9. Names for this object include Jellyfish, Jellyfish Gliders, and Jellyfish Parachutes.

## Keys

Golden keys that, upon touch, will follow the player until the player nears a Lock, at which point the Key will fly over to the Lock and open it, both destroying itself and opening the Lock in the process. Keys can be found in Chapter 3, Chapter 5, Chapter 7, and Chapter 9.

## Launching Blocks

Dark red blocks with an orange diamond in the center. Upon being grabbed or landed on, the block will recoil, then explode, launching the player in the direction that they where touching it from before respawning shortly afterwords. This behavior is similar to the behavior of the Pink Clouds, but with more control, as the player can both increase and fine-tune the launch distance and direction by moving around the block and choosing when to jump off. These replace Shattering Blocks in Chapter 8 while Hot/Cold Switches are flipped to hot.

## Locks

Blocks resembling two doors with a metal lock between them. These can be opened by using a Key on them, which will also consume the Key in the process. Locks can be found in Chapter 3, Chapter 5, Chapter 7, and Chapter 9.

## Moon Blocks

Floating platforms which hover slightly up and down in the air. They are very similar to Anti-Gravity Platforms, as they are weighed down slightly when stood on or grabbed, but unlike Anti-Gravity Platforms these are moved a bit when bumped into from the side. These can be found all over Chapter 9.

## Moving Platforms

Platforms that move back and forth along a set path, marked by a dark line behind them. These can be found in Chapter 3, Chapter 4, and Chapter 7.

## Overhead Platform Trap

A platform that falls from overhead when the player walks underneath it, crushing the player between it and the ground if the player doesn't move out of the way fast enough. After it falls, it can be climbed on like any normal platform. Only one exists in the game, and it is exclusive to the prologue.

## Pink Clouds

Like White Clouds, these will squish down when stepped on, then launch the player into the air, higher if the player is holding down the jump button. However, unlike White Clouds, these will disappear after launching the player into the air or if the player walks off them, and will stay missing for a few seconds before reappearing. These can be found in Chapter 4 and Chapter 7.

## Platform-Rearranging Buttons

Large buttons found in the floor of a level marked with an icon representing a type of material found throughout the level. When the player dashes downwards against one of these buttons, it will remove blocks of the corresponding material throughout the level. Platform-Rearranging Buttons can be found in Chapter 3.

## Pufferfish/Exploding Fish/Blowfish/Fish

These appear as large red and yellow fish with a gauge emanating from their lower half. Madeline can use the top half of these fish to bounce on. Jumping while bouncing off of a fish will grant extra height compared to a normal bounce, similarly to Ice Balls. The "super bump" mechanic of the Bumpers is also possible with these. After being bounced on, fish will descend and can be used again. Colliding with the lower half of a fish results in an explosion which pushes Madeline, similarly to exploding Seekers. Most fish respawn after exploding. Fish refill dash regardless of method of contact. Names for this object include Blowfish, Exploding Fish, Pufferfish, and simply Fish. These fish are exclusive to Chapter 9.

## Purple Orbs

Purple, circular objects that, upon being touched, causes the player to be launched upwards, recharging the player's dash in doing so and moving the Purple Orb to another location in the process. This dash is preceded by a brief animation of Badeline grabbing and throwing Madeline. When a Purple Orb is touched after having moved into its final position, the player will be launched onto the next screen (often, but not always, followed by a brief cutscene of Badeline and Madeline talking). Purple Orbs can be found at the end of Chapter 6, throughout Chapter 7, towards the end of Chapter 8, and towards the end of Chapter 9.

## Red Bubbles/Red Orbs

Red orb-like bubbles that, upon touch, begin moving the player in whatever direction corresponds with the direction keys that the player is holding down, only stopping when the object either collides with a wall or the player dashes out of them. Either way, this will recharge the player's dash, and the bubble will reappear shortly afterwards at its origin point. These can be found in Chapter 5 and Chapter 9.

## Red Walls

Red crystal walls with some cracks in them which are found either attached to the floor or being used as solid platforms, but they also sometimes are used to block off paths. They function like any other solid walls, however a Seeker will break the wall if it charges into it. These can only be found in Chapter 5.

## Rising Ice/Magma

A slowly rising, spiky sheet of ice or magma that kills the player upon contact. Toggling Hot/Cold Switches will alternate between the sheet's appearance (with cold showing ice and hot showing magma), but the two appearances have no mechanical differences. Rising Ice/Magma is exclusive to Chapter 8.

## Seekers

Seekers are distorted face-like objects with many tentacles protruding from them. Seekers are purple by default, but will turn a bright red when Madeline comes within their line of sight, causing them to attempt to charge and kill Madeline. If this fails, the Seeker will prowl in the vicinity of where Madeline was last seen. The attack is made by charging up the attack (usually taking about one second) and dashing (letting it reach the far side of most screens), with the Seeker able to slightly change direction during dashing to adapt to the player's movement. Seekers can toggle Shields by dashing through them. The player can defeat Seekers by one of two methods. The first is temporary: if Madeline jumps on them, this will cause them to enter a dormant state for a few seconds, then explode, resuming their normal state and flinging Madeline if she is nearby. The second is to squish them via Temple Gates or Swap Blocks, and this will permanently destroy Seekers who are defeated in this fashion, rendering a death animation similar to Madeline's post-Chapter 6 death animation. Seekers are exclusive to Chapter 5.

## Semi-Smashable Walls

Like Smashable Walls, these are wall-like objects that can be destroyed. However, unlike Smashable Walls, these cannot be destroyed by dashing against them; instead, to destroy them, one must cause Angry Platforms to charge through them. These can be found in Chapter 6 and Chapter 9.

## Shattering Blocks

Blue, square platforms that slowly sink when grabbed or landed on, then shatter after a short delay, reappearing at their original position shortly afterwards. These replace Launching Blocks in Chapter 8 while Hot/Cold Switches are flipped to cold.

## Shield-Activated Platforms

Shield-Activated Platforms are platforms that are usually still but will move to a certain fixed, secondary location upon activating all of the Shields on a given screen. A given Switch Gate will look just like a normal platform with a shield symbol on it. This symbol will be blue normally but will turn white and trigger a door-bell sound while its platform is moving and will turn magenta once the platform is done moving. Shield-Activated Platforms may also occasionally have various other objects mounted on them. These can be found in Chapter 2, Chapter 3, Chapter 4, Chapter 7, Chapter 9, and the B-Side of Chapter 1. Another name for these is "key-activated platforms".

## Shields

These are intangible objects comprised of a shield symbol with a circle around it. Each Shield will, by default, be blue, but upon passing through one, it will turn white. Upon touching all of the Shields on a given screen, all of the Shields on that screen will turn magenta and activate any Shield-Activated Platforms on that screen. Shields can be found in Chapter 1 (B-Side only), Chapter 2, Chapter 3, Chapter 4, Chapter 5 (where they can also be activated by Theo and the monsters), Chapter 6, Chapter 7, and Chapter 9. Another name for these are "key tokens" or "coins"

## Shimmer Blocks

Black blocks that regularly have a blue, shimmering pattern pass over them. Upon dashing against the edge of a Shimmer Block, the player will be bounced backwards to where they were before. Shimmer Blocks can only be removed by completing various events in Chapter 3's story. Alternatively, Shimmer Blocks may appear to block up an otherwise-accessible passage once that passage is no longer of use to the player. Shimmer Blocks can only be found in Chapter 3.

## Sinking Platforms

    *Not to be confused with Falling Platforms.*
Brown platforms that normally stay still, move downwards when the player stands on them, and move back up when the player gets off of them. The player can hold down to make the platforms sink faster. Sinking Platforms can be found in Chapter 3 and Chapter 7.

## Skull Binoculars

These consist of a skull-like apparatus consisting of a circular metal plate with built in binoculars mounted on a vertical post. Interacting with them will allow the player to move the camera around a certain area unique to each Skull Binocular, allowing the player to view parts of the level that would be inaccessible to the player at that moment. These usually provide some strategic advantage by allowing the player to plan out what they will do in a certain part of the level far in advance of where they usually could do so. These are always seen at the beginning of the last screen of every C-Side, as these third screens tend to be very long and complicated. Aside from C-Sides, these can be found somewhere in every chapter except Chapter 8.

## Sludge

Indistinct masses of non-mobile black sludge with red outlines that will kill the player upon touch. An instance of Sludge may also have a pair of red eyes somewhere within it that may intermittently blink and/or move to watch the player based on where the player is in relation to that instance of Sludge. Sludge can be found in Chapter 3 and Chapter 7. Another commonly used name for these are "dust bunnies".

## Sludge-Spawning Tiles

Small, reddish tendrils that protrude from platforms. Like Spikes, they are often found in rows. Touching a Sludge-Spawning Tile and then letting go of it will cause Sludge will form where the Sludge-Spawning Tile used to be. Sludge-Spawning Tiles can be found in Chapter 3, Chapter 7, and Chapter 9.

## Smashable Walls

Wall-like objects that are destroyed when the player dashes against them, revealing other areas to the player. These can often be distinguished from regular walls by their difference in texture from whatever normal walls they are touching. These can be found in all chapters except for Chapter 9.

## Snowballs

White balls that launch from the right side of the screen. If touched from the side or from underneath, they will instantly kill the player; however, if touched from above, they will disappear, launch the player into the air, and recharge the player's dash. Snowballs can be found in Chapter 4 and Chapter 7.

## Space Blocks/Dream Blocks/Space Jam/Star Jam/Star Blocks

Large, black, sometimes-moving blocks with many-colored, purely cosmetic stars inside of them. Upon dashing into one of these blocks, the player will be transported in a straight line to the opposite side of the block, where they will then emerge. Emerging into a wall is deadly, but emerging through spikes is safe. When emerging from the left or right side, the player can jump for extra momentum (taught in 2-B) or cling to cancel momentum. These blocks can be found in Chapter 2 (where a special deactivated form of these blocks also appear), as well as in Chapter 7, the B and C-sides of Chapter 8, and Chapter 9. Names for this object include Dream Blocks, Space Blocks, Space Jam, Star Blocks, and Star Jam.

## Spikes

Conical spikes that kill the player on touch. They are individually fairly small, and, as such, are usually found in rows. They can be found lining any side of various types of platforms or walls. The player can move through spikes as long as they are moving in the direction that the spikes are oriented in; this is used in speedruns to skip certain rooms. These can be found in all chapters except the prologue and epilogue.

## Springs

Wooden-looking springs that bounce the player in the direction the spring is facing with added upward momentum. Springs also recharge the player's dash when the player comes into contact with them. These can be found in all chapters except the prologue and epilogue.

## Starbelts

Rectangular, futuristic-looking platforms with a light on the front. The light is red until activated, then turns green and expands when stepped on or grabbed as it shoots to the end of its conveyor-belt, then it will slowly move backwards to its starting position as the light shrinks and turns yellow. This functions very similarly to Conveyor-Belt Platforms. These can only be found in Chapter 9.

## Starblades

Spinning stars which change color as they move back and forth or in a circle which kill the player on contact. These have a similar function to Blades. These can only be found in Chapter 9.

## Swap Blocks/Dashing Platforms

Dark gray platforms with pink lights. Always found at one end of a white, intangible, rectangular track. If the player dashes, the platform will quickly move to the other end of the track, with their usually pink spots lighting up green. The platform will then slowly move back to the start of the track with its light alternating green and pink until it returns to the start, at which point it will return to normal. These platforms can be found in Chapter 5, Chapter 7, Chapter 8, and Chapter 9. Names for this object include Dashing Platforms and Swap Blocks.

## Temple Gates

Dark gray pillars that retract into the surrounding walls when the Dash Switch paired with them is activated. They can also be opened by collecting all of the room's Shields. In the last subchapter of Chapter 5's A-Side and B-Side, a yellow temple gate is found at the end of every room and will stay closed until Theo's crystal is brought through them. These can be found in Chapter 5, Chapter 7, and Chapter 9.

## Traffic Light Blocks/Conveyor-Belt Platforms/Zippers

Rectangular, mechanical-looking platforms with traffic lights along the front. By default, the red light is illuminated. As the name suggests, each one is located on a conveyor-belt-like mechanism. When one of these is stepped on or grabbed onto (though there is a grace period where the player can climb-jump up this platform without it triggering), it will shoot to the end of its conveyor-belt while turning on the green light, then will slowly move backwards to its starting position while the amber light shines. Upon returning to its starting position, the mover's red light will turn back on, ready to be activated again. These can be found in Chapter 1, Chapter 2, Chapter 7, and Chapter 8. Names for this object include Conveyor-Belt Platforms, Traffic Light Blocks, and Zippers.

## Trapped Feathers

These are identical to Feathers, except that they are encased in transparent bubbles. Upon dashing against the bubble, it will be broken, causing the player to collide with the Feather, which will then have its normal behavior. When the Feather reappears, it will do so as a Trapped Feather, not a normal one. These can be found in Chapter 6.

## Triggered Platforms

Dark purple platforms with an arrow pointing in a certain direction. Upon being stepped on or clung onto, a Triggered Platform will move in the direction that the arrow points in until the platform touches a platform, at which point the Triggered Platform will disintegrate, reappearing in its original spot after a short period of time. Triggered Platforms may also have Crystal Spikes on top of them. Unlike Guided Platforms, Triggered Platforms cannot be moved from their set path. Triggered Platforms can be found in Chapter 4, Chapter 7, Chapter 8, and Chapter 9.

## Utility Vaults

Large generator-like boxes which are solid from all sides. When dashed into twice, they will remove all electric obstacles from the screen, usually allowing for further progression. When dashed into, they briefly collapse and expand in size. These are only found in Chapter 9.

## Water

Unlike air, players can freely move and dash infinitely through this with no danger of drowning, although movement in water is quite slow. Swimming through Water may be necessary in some parts of the game in order to access other areas in the game. This object is also unique in that it modifies sound while the player is in it, giving music and sound effects a submerged effect when the player is in water. This can be found in Chapter 3, Chapter 4, Chapter 6, and Chapter 7.

## White Clouds

Bouncy white clouds that will squish down when the player steps on them, then launch the player into the air. Holding down the jump button while squishing down on a White Cloud will cause the player to be launched very high into the air based on how long the player stands on them before jumping, the longer the wait the higher the jump. These can be found in Chapter 4, Chapter 7, and Chapter 9.

## Wind

This causes the player to move faster in whatever direction the wind is blowing in, but will cause the player to move more slowly in whatever direction the wind is blowing against. If a player is not moving at all, the wind will push them in whatever direction it is blowing in (if it is blowing left or right), forcing the player to crouch, hang on to a wall, or place a wall between themselves and the wind if they wish to not move at all. In extreme cases, players may be completely unable to move in the opposite direction of a horizontal wind without dashing. In addition, in Chapter 7 and Chapter 9, winds may blow vertically instead of horizontally, impeding or boosting jumping and climbing instead of running. This can be found in Chapter 4, Chapter 7, and Chapter 9.

## Yellow Torches

Yellow torches that are always on, emitting a circle of light that will illuminate otherwise dark areas. These can be found in Chapter 5.