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You can collect all the berries, the B side & the 1 UP achievement.
Although The golden berry can only be activated later on, after you've finished much of the game.
B: A little tough to answer. Yes you do get ONE "powers/abilities" when you're nearly done with the game.
But it's just a mere double-dash, and can only be used in the chapters the game allows you to. That being: Summit, Core & Farewell — Plus those's B & C sides.
TIP:
Don't dash into every wall and every thing.
Typically you can see whenever a wall can be smashed by if it is cracked.
The only exception might be some of the berries, but you really don't need 'em. They're basically just side content.
Everything that doesn't stop you from progressing is optional.
Berries, hearts & cassettes.
Those "rectangles" are cassettes. There's one for NEARLY every chapter.
Cassettes give you the ability to play a harder version of the main levels.
B side cassettes can be found scattered throughout the chapters.
C sides are automatically unlocked after defeating Core
Yes. I would recommend just playing the game blindly, and not thinking about collecting everything the first time around.
Afterwards, yeah. Then you can consider it.
Ultimately I think it would take much *less* time to play through the game until completing chapter 7, getting whatever secrets you can or that you happen to find, then cleaning up the rest later, than it would take to try to obsessively pick up all of them in order for a first time player.
So i just beat chapter 7 and got "what you unlock at the end"..so i thought i can use that on past levels..but thats not the case, i "lose" IT on previous levels
so do i only have IT for levels 7 and 8? or do you keep IT after beating the game?
Yes, you technically can, but in practice, it's simply not going to happen unless you're very inquisitive and observant in regards to Madeline's movement mechanics.
No. You are able to do everything from the start. You will never get a "powerup" that you'll be able to take back to previous levels like in a Metroidvania.
That said, there are several "hidden" movement mechanics that require precise inputs that the game does not teach you until such time as they are necessary, if explicitly at all. It's best to play through as much mainline content as possible and then start replaying when you hit a wall.
Fortunately, Celeste has both a very generous fastwarp system and a great tracker for collectibles in levels that shows them in linear order, so you can piece together where you're missing something relative to other ones you've already collected.
The developer is terrible at designing areas, so very often you'll move past completely unnecessary points of no return, missing collectibles from paths you didn't take. Some collectibles are also very hard to find or reach without a guide.
> Don't dash into every wall and every thing.
> Typically you can see whenever a wall can be smashed by if it is cracked.
> The only exception might be some of the berries
So what you're saying is "you can always see breakable walls except when you can't". Terrible advice.
It's best to explore as far as you can and collect items you see right away on first attempt and then clean out the rest on the second. Where's the fun in playing a completely mindless collectible hunting game if you ignore collectibles?
Also this isn't a "mindless collectible hunting game", it's a 2D platformer.
It's like calling Super Mario a "highscore game", while it's an additional feature within the games, is never the focus point.
The collectables: strawberries, B-sides, hearts, golden strawberries, and etc., isn't the focus point of Celeste, nor what you should go after in your first playthrough.
Finishing the game is.
They're there for the people who enjoy replaying the game, 100%'ing everything, dedicated players & peeps who just seek any kind of content from Celeste as they enioyed the game so much.
What, and waste all of the ten seconds to two minutes it'll take you to get back from the map screen?
You can always, and I repeat, ALWAYS see where a wall is breakable or otherwise suspicious. They don't always have glowing neon signs pointing to them, but in every single instance, there is a visual cue, whether it be cracks, discoloration, an unnaturally deep U-shaped gap, etc. It's not like mediocre Metroidvanias where you have to randomly smash your face against every surface in the game.
Know what'd be better than wasting minutes on exploring the area again?
Not having to re-explore them by removing completely unnecessary artificial time-waster points of no return! They literally have no meaning other than forcing you to waste your time and preventing the player from exploring, even though the areas have designs and rewards that urge you to explore.
Do you see the contradiction in the game's design yet, or was even this spoon-fed explanation not enough?
> It's not like mediocre Metroidvanias where you have to randomly smash your face against every surface in the game.
Pretty sure even Super Metroid, a game that is considered to be one of the best and a namesake of the genre, had some points where you'd have to guess with bombs. Same applies to the Castlevania series, depending on how far you want to go with collectibles.
I know this has been answered a bunch, but just to give my two cents, the answers are:
A) Yes, almost.
B) No, almost.
A+) It depends on what you mean by "first time around". Some items are unlocked or gated by progress or challenge. You can get them in your first run through, but getting them will involve, for example, first collecting a hidden item, then going back and doing more stuff.
B+) Unlike in metroidvanias, there aren't special items that unlock new areas, resulting in you having to double back to places you've already visited, but there are things which only unlock once you've done something, but usually it's an extra stage or a bonus challenge area, and doesn't involve having to go back and scour every previous chapter using new abilities. Madeline stays relatively the same, and new movement mechanics are introduced on a chapter-by-chapter basis, but you can't carry them back to previous chapters to get more stuff.
A++) Personally, I'm a completionist, and love challenging platformers, and love to explore for secrets, so I did bang my head off every wall just to check. I grabbed almost every collectible before proceeding from one chapter to the next, going back and re-doing sections of chapters when I saw that I missed something (I didn't actually miss any strawberries until chapter 3 anyway).
As others have pointed out, the game is extremely lenient in this regard, and after each chapter it shows you a summary of how many strawberries you found as a fraction of how many were there, and when you go back into the chapter after beating it once, it shows you a timeline of where strawberries appeared, so if you know which ones you've gotten, you can surmise that there must, for example, be a strawberry hidden on screen 6 or 7 of chapter X, and this allows you to really search those out methodically.
The game also has some hidden collectibles, and bonus challenges for people who really want to cut their teeth on the game's mechanics: I did have to go back and re-do some chapters because I didn't realise there were hidden collectibles at first, but it wasn't a result of there being powerups in later chapters, I just didn't know I was supposed to be looking specifically for these hidden items in each chapter, so I didn't bother until I found one three chapters in. Several of the hidden collectibles are puzzle-based, but it's nothing you can't figure out with a bit of cleverness.
As a rule I also did all the optional extra challenges before proceeding from chapter to chapter, but this leads me to the one (highly spoilerfied) example of something that breaks the above general rules: Once you've completed the game and completed all the optional, extra challenging B-sides and gotten all the available strawberries, the C-sides and golden strawberries are unlocked. C-sides are just extra hard, ultra-short "victory lap" versions of the base chapters, but otherwise work just like B-sides: no collectibles, just an object at the end you grab to signify completion. The golden strawberries are rewards for doing deathless runs through previous chapters. It's technically possible that you might have done a fully deathless playthrough of the game on your first attempt, in practice the golden strawberries only become available to be gotten once you've done pretty much every other difficult thing in the game, because that's the only way to build up the skills to attempt deathless runs.
edit: TL;DR: The first two-to-three chapters are the most secret heavy, because they need to teach the player that secrets are available to be found, but later chapters have them too. By being very diligent, you can unlock almost everything in one-go-through, it'll just take you much longer to go through the game as you scour chapters for that one secret collectible that you missed before proceeding. Otherwise though, the game is pretty forgiving, and gives you lots of clues that you may have missed something and where you might find it.
What I have to say to this is that you're technically right, but that this ideal was likely infeasible while designing the level layouts. Many times, like in the long bubble rooms and with those little wooden platforms you see a lot, the room just simply wouldn't function the same way if it were backwards-traversable or if the ability to go through upwards transitions were removed.
Fundamentally, Celeste is a platformer more than a collectathon, so I'm certain that preserving the integrity of the level design was on a higher priority list than making exploration go smoothly. It'd be ridiculous to spend tons of extra time on every screen like this redesigning it and potentially harming the neat challenges they came up with just to make the metroidvania aspects more user-friendly, especially when you're one of two people alive that has a problem with the fastwarp system meant to serve as a solution to backtracking.