l_sw_TheTutorialItself= A Game Tutorial
l_sw_TheTutorialItself_1_The= Welcome!
l_sw_TheTutorialItself_1_The_14= End
poem_l_sw_TheTutorialItself_1_The_A= Success!
poem_l_sw_TheTutorialItself_1_The_B= Mechanic Madness
l_sw_TheTutorialItself_1_The_postcard= So, you've never played {# 88bbbb}Celeste {#}before?{n}{n}{~}Don't worry{/~}, I'm sure I can help!
l_sw_TheTutorialItself_1_The_remix= (Mechanic Madness Mix)
l_sw_TheTutorialItself_1_The_remix_artist= Lena Raine

room00=
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Welcome to a tutorial I made!
I hope this level teaches you how to play the game effectively.
Be sure to check your settings, make sure the music/sound/controls are what you want them to be.
Special thanks to at least half a dozen others for looking over the level to make sure it was the best I could make it!

room01=
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Here are some barriers for you.
You can either jump over them or climb them.
Like many other games, holding jump makes you jump higher.
To climb, hold the grab button and move up or down.

room02=
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Here, you need to climb the wall.
Jump up onto the wall, hold grab, then hold up or climbjump up to win.

room03=
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In this room, you can die.
Don't fall into the pit!

room03death=
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Well, that's ookay.
You have infinite lives in Celeste! Keep going!

room04=
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In Celeste, you have this move called a Dash.
Dashes can move in eight directions, cardinal and diagonal, excluding various variants that are irrelevant.
You can dash only once in midair, but it commonly recharges after touching the ground.
Once you get used to it, Dash into the wall to obliterate it.

room05=
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This game also has spikes.
As you may expect, they will kill you.

room06=
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And that about covers the basics!
The next few rooms will go over common objects you will find in most levels.
This one has Strawberries.
Strawberries, also known as Red Berries, are optional collectables that add to a berry counter.
They collect after you touch the ground, but certain objects prevent them from collecting.
In this instance, it's the trigger marked by the differently colored ground.
If you jump fast enough, touching the ground for 1/6th of a second or less, they also don't collect.
Try collecting multiple at once!

room07=
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This is a Key.
It opens Lock Blocks when you get close.
I'm sure you can figure it out.

room08=
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These are jumpthroughs and binoculars.
Jumpthroughs are like regular blocks, but they're only solid on the top, so you can... {~}jump through{/~} them, on the bottom.
The binoculars allow you to control the camera and look ahead at the room.

room09=
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Cute, ain't it?
{!}Anyway,{/!} entering the background tiles changes the wind pattern.
This doesn't normally happen in levels, but I put background tiles there to visualize the wind triggers.
Wind affects your movement, making it easier or harder depending on the direction.

room10=
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{~}{# 666666}sigh...{#}{/~}
Springs.
If you step on them, they bounce you.
I'll try to hide my mild disdain for this mechanic for the sake of the tutorial!

room11=
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These are Cassette Blocks.
You may recognize them as Beep Blocks from Super Mario Galaxy.
Basically, they appear and disappear on a timer, and are tangible or intangible as such.
They don't appear while you're inside their hitbox, so it's safe to stay there.
Collecting a Cassette makes all the Cassette Blocks in the map deactivate.
The only exception is if you time it just right, in which one will be active forever until you leave the room.

room12=
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B-Side unlocked, you say?
We'll worry about that later.
Anyway, Refills are green crystals that give you all your stamina and Dashes back when you grab them.
If you don't have low stamina, or if you have all your Dashes, then they don't collect.
Use them to grab the Touch Switches to open the Switch Gate to progress.

room13=
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Here's a filler room where you need to navigate through a simple maze.
The room is dark to make it more interesting.

room14=
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A few more things before we wrap up:
Crystal Hearts are major collectibles found in most levels, and they can be almost any color.
Depending on the level, they're either very secret collectibles or they end the level altogether.
{~}This{/~} map ends when you collect the Heart. The Red and Yellow ones in this room are impossible to collect.
Sometimes, levels can end with cutscenes or similar instead of the Crystal Heart.
There's also a Checkpoint, which allows you to start from this room whenever you return to map.
Save & Quit allows you to do that in any room, {!}BUT{/!} with the catch that when you enter the file on the main menu, you don't get to choose which map. You just go to the Save & Quit location.
The Spinners act like Spikes, as in they make you explode.
Each level has their own mechanics, of which there are far too many to teach here. {~}Sorry!{/~}
{~}{# 666666}There's also a secret in this room, if you can find it...{#}{/~}
Thank you for playing my tutorial, and good luck playing Celeste!

roomb0=
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Welcome to the B-Side!
B-Sides are normally harder but shorter versions of a level.
However, for this specific B-Side, it'll instead show various mechanics found throughout the game.
Beat the level by going to the left, or if you don't want mechanic spoilers and want to see them in the main game.
Good luck!