Library is the third subchapter of Chapter 3: Celestial Resort B-Side in Celeste. The subchapter continues on through the resort and has no central theme, much like the previous two subchapters.
Gameplay[]
All of the rooms in this subchapter will be filled with many moving sludges and, for the most part, they just need good knowledge of cycles to be easily beaten. The second and fourth rooms of the subchapter shake it up a bit, but the other three will be decently long rooms with moving sludges all around walls or just in the air.
Strategies[]
Room 1
This room has moving sludges across all walls here on both sides with a single spring at the start. Walk into the spring as the first moving sludge is at the bottom of the wall to then fall to where the moving sludge moved away from, and wall jump to the right. Then do a dash to the right and climb up until you need to wall jump to the left. Then, quickly jump back right and jump above the wall and collect the dash crystal. Repeat this same timing to make it to the next wall and wall jump it just the same. For the last section, just dash straight to the right into the wall at the right and wait for the last moving sludge to be out of the wall to wall jump off of that wall and make it to the ending ledge.
Room 2
In this room there are three sets of floating platforms with sludge-spawning tiles on the sides and moving sludges above. Dash straight into the left side of the first platform and grab on. Jump over the platform at the time when both moving sludges are at the edges and grab the right side. Jump to the next floating platform and repeat this cycle, then again for the third one. After this, you'll land on a spring and you can bounce up and dash diagonally up-right and do three wall jumps on the right sides of the three floating platforms on the right, avoiding the dust bunnies.
Room 3
This room has a bunch of pillars with moving sludges on both sides and knowing the timing for every action is key. Start by wall jumping from the right wall when the moving sludge goes up and then wait on the left wall until it moves back down to wall jump back right. Climb to the top of the pillar and jump over, arriving at the bottom after sliding down the wall a bit where you should wall jump to the right and then dash diagonally up-right to reach the wall above the moving sludge that just went down. Climb up a bit, then jump to the left when you have to, then back right to get over the spikes and into the dash crystal. Dash wherever you need to stay alive and stall with wall jumps back and forth here until you can jump over the right pillar with a dash, then wall jump off the right side of the pillar and dash diagonally up-right to the last floating platform whenever possible. Jump fully to the left after climbing up this to avoid the moving sludge and then jump back right to then do one more wall jump on the right side to finish the room.
Room 4
This room is very small and just has three layers of fast moving sludges going up and down in the middle. Stand the ledge and do a jump while the moving sludges go up, then dash diagonally down-right just as they reach the top to land in a pocket in the wall. To the left, repeat this process to get even further down but with perhaps a shorter jump. For the last step, you'll need to do a small jump to the right as soon as the moving sludges go up and then quickly dash straight to the right.
Room 5
This room has some skull binoculars available to preview the room, if needed. The strategy for this room quite simple, as it just involves the player dashing right to get past moving sludges on a very lenient cycle. Try to mix up dash timings with a diagonal dash if it's needed, but otherwise just advancing through the moving sludges with decently timed dashes is all that's needed. For the section near the end with two sets of three moving sludges, align yourself between the two sets vertically, then wait to dash straight to the right when the trio on the right is at the top, then climb up and bounce on the spring to get past one more moving sludge at the end of the room.