Uploaded September 2024 | Updated September 2026, 2 weeks ago
So, Celeste is pretty cool, I've been playing it a lot. 6000 deaths (including room retries for practice) over 40 hours of practice and attempts on this chapter alone, 245 hours total in-game as of writing this. The Strawberry Jam collab is extremely fun, it's what got me back into the game and eventually got me to try out the goldens (I formerly only had the goldens of chapters 1 and 2)
Multiple chokes past stubbornness and two 1-death runs later, I finally got this run. Before that, about 200 attempts with the berry and LOTS of practice, segmented and low-death runs.
I knew what the golden room looked like from watching golden playthroughs in the past, but I opted not to use the debug map to warp there and practice it ahead of time. For context, it's a bonus room that's intended to only be accessible by carrying the golden berry throughout the entire map, i.e. doing everything deathless. The room isn't the most difficult gameplay-wise, it is mostly a test of nerves (and accurate judgement). I think most players that reached it beat it first try, thankfully.
keybinds:
z grab
x jump
c dash
v crouch dash
Some notable moments:
Starting at 2:37 there is a segment where you're normally meant to gather a bunch of keys from side rooms before you can progress. But if you get the pink dash crystal and a jellyfish you can perform a skip known as key skip, seen at 3:11. I also used a small shortcut to turn off the power source prior, but this is not required. You'd normally get a pink dash crystal to do so, by taking the red bubble at the bottom to the right.
At 4:03 I smuggle a jellyfish into the room above, known as the Sawmill room. This makes the room significantly easier, although you have to be careful not to go too high at certain points, as the screen can raise up and the bottom will kill you.
At 6:07 I perform barrier skip. If you move fast enough by in this case performing a low hyper + bunny hop, you can get past the barrier before it blocks you. There's no real reason to perform this on a golden run, it's just for style points and to save a few seconds.
At 8:24 there's the infamous comb room. It is notoriously difficult, so I made a quick guide youtu.be/qpzvwIiQbQs
At 11:08 there is another difficult room. It's important to figure out a route and execute it the same way every time, but I messed up my route only a few seconds in and had to improvise. On top of that I missed the last coin multiple times... but I recovered, fortunately.
At 11:40 there's the wind springs room. By using crouch dashes, you can increase the time window to hit the spring. You can see this on the second one, where I bump my head but still make it. If I'd used a normal dash, I would've died. Something else to remember is after hitting the second spring you shouldn't hold any direction, only doing a quick right tap before dashing up.
Subchapters:
0:00 Singular
2:00 Power Source
3:36 Remembered
6:00 Event Horizon
9:20 Determination
13:00 Stubbornness
14:40 Reconciliation
19:47 Farewell
21:50 Golden Room
So, Celeste is pretty cool, I've been playing it a lot. 6000 deaths (including room retries for practice) over 40 hours of practice and attempts on this chapter alone, 245 hours total in-game as of writing this. The Strawberry Jam collab is extremely fun, it's what got me back into the game and eventually got me to try out the goldens (I formerly only had the goldens of chapters 1 and 2)
Multiple chokes past stubbornness and two 1-death runs later, I finally got this run. Before that, about 200 attempts with the berry and LOTS of practice, segmented and low-death runs.
I knew what the golden room looked like from watching golden playthroughs in the past, but I opted not to use the debug map to warp there and practice it ahead of time. For context, it's a bonus room that's intended to only be accessible by carrying the golden berry throughout the entire map, i.e. doing everything deathless. The room isn't the most difficult gameplay-wise, it is mostly a test of nerves (and accurate judgement). I think most players that reached it beat it first try, thankfully.
keybinds:
z grab
x jump
c dash
v crouch dash
Some notable moments:
Starting at 2:37 there is a segment where you're normally meant to gather a bunch of keys from side rooms before you can progress. But if you get the pink dash crystal and a jellyfish you can perform a skip known as key skip, seen at 3:11. I also used a small shortcut to turn off the power source prior, but this is not required. You'd normally get a pink dash crystal to do so, by taking the red bubble at the bottom to the right.
At 4:03 I smuggle a jellyfish into the room above, known as the Sawmill room. This makes the room significantly easier, although you have to be careful not to go too high at certain points, as the screen can raise up and the bottom will kill you.
At 6:07 I perform barrier skip. If you move fast enough by in this case performing a low hyper + bunny hop, you can get past the barrier before it blocks you. There's no real reason to perform this on a golden run, it's just for style points and to save a few seconds.
At 8:24 there's the infamous comb room. It is notoriously difficult, so I made a quick guide youtu.be/qpzvwIiQbQs
At 11:08 there is another difficult room. It's important to figure out a route and execute it the same way every time, but I messed up my route only a few seconds in and had to improvise. On top of that I missed the last coin multiple times... but I recovered, fortunately.
At 11:40 there's the wind springs room. By using crouch dashes, you can increase the time window to hit the spring. You can see this on the second one, where I bump my head but still make it. If I'd used a normal dash, I would've died. Something else to remember is after hitting the second spring you shouldn't hold any direction, only doing a quick right tap before dashing up.
Subchapters:
0:00 Singular
2:00 Power Source
3:36 Remembered
6:00 Event Horizon
9:20 Determination
13:00 Stubbornness
14:40 Reconciliation
19:47 Farewell
21:50 Golden Room
![Messmer The Impaler [Level 1, +0 weapon, 0 blessing, no aux/buffs*/etc]
What I count as a buff is something that requires activation, and usually has a duration. So great rune, physick flask, golden vow, etc. This does not include talismans or armor.
I messed up a lot on the phase 2 punishes, causing him to not stagger and losing a lot of damage. Kill shouldve been 8-9 minutes but whatever. Ideally, you time the hits so it hits both the snake head and messmer, dealing double damage. Next best is to simply hit messmer, to contribute to poise breaks. It did not feel viable to go for double punishes with this weaponry (it barely does more damage than a jump l1 with this setup anyway)
I forgot to enable gamepad overlay, so no overlay whoops. Messmer The Impaler [Level 1, +0 weapon, 0 blessing, no aux/buffs*/etc]](https://i.ytimg.com/vi/UfKS_vZh7II/mqdefault.jpg)
![Is 2 handed straight sword secretly good? [Malenia RL1 +0 no talismans/buffs/%dmg/skills]
Compared to Jawbone Axe, we have: lower range, slower R2/CR2, lower damage. But... at least r2-r2 is pretty good?
Overall, not worth the effort, but I used some new strats so I uploaded anyway.
Inspired by @GameMUSA겜무사 to give this weapon a try. I was surprised their kill was faster than all power stanced straight sword kills I know of.
https://www.youtube.com/watch?v=iLJAKpVHWQg
Also apologies to @hegelypuff4923 for beating this, I guess.
https://www.youtube.com/watch?v=g9wKwOisy9E Is 2 handed straight sword secretly good? [Malenia RL1 +0 no talismans/buffs/%dmg/skills]](https://i.ytimg.com/vi/W0iATny-5WE/mqdefault.jpg)




![MALENIA BOTH PHASES improved 100% guaranteed Stunlock Cheese [RL1 viable, ng/ng+]
Great Rune is Godricks.
Physick Flask has Strength-knot Tear and Stonebarb Cracked Tear.
DO NOT BUFF UNTIL PHASE 2
Talismans are Starscourge Heirloom, Dagger Talisman, Red-feathered Branchsword and Radagons Soreseal.
For leveled characters, some good alternatives are Shard of Alexander, Godfrey Icon, Ritual Sword Talisman.
No manual timing required for phase 1, just manage your stamina by waiting a little before crits and Giant Hunt. At the start I mismanaged stamina because I was showing gear, but ideally keep more stamina and the moment you land a clean Giant Hunt its GG.
For phase 2, there is no longer a freeze pot. If you use a lower damage setup, you may need to fit it, but the timing will be tighter and you need to run into Aeonia ASAP.
Time your charged attack so that it hits RIGHT after she falls asleep, that guarantees you get the second. Also make sure to crit her front, not her back, for more damage.
For phase 1 you can also use Dragon Kings Cragblades unique skill into a charged heavy. The stat requirements are hefty but it is possible to set up RL1 using the Oath of Vengeance weaponart and some talisman swapping. MALENIA BOTH PHASES improved 100% guaranteed Stunlock Cheese [RL1 viable, ng/ng+]](https://i.ytimg.com/vi/YEzNGJVbQv8/mqdefault.jpg)

![Elden Ring - Red Wolf of Radagon no roll/jump etc [RL1, ng+7]
Elden Ring - Red Wolf of Radagon no roll/jump etc [RL1, ng+7] Elden Ring - Red Wolf of Radagon no roll/jump etc [RL1, ng+7]](https://i.ytimg.com/vi/Z1rvt5jtaaU/mqdefault.jpg)

