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	<title>Geometry Dash Expanded Wiki - User contributions [en]</title>
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	<updated>2026-10-18T14:19:59Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://geometrydashwiki.com/eng/Objects?diff=122546</id>
		<title>Objects</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Objects?diff=122546"/>
		<updated>2015-05-13T12:31:11Z</updated>

		<summary type="html">&lt;p&gt;115.66.116.7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Map Components&#039;&#039;&#039; are what the player has to navigate through in order to make it through the level. There are a number of varieties, some which are used as methods of travel, while others are intended to destroy the player on contact. The layout of these make every level unique and of varying difficulty.&lt;br /&gt;
==Blocks==&lt;br /&gt;
[[File:Block.png|A block|thumb|100px]]&lt;br /&gt;
Blocks and other surfaces are the most common components and construct the basis of a level. There are many different shapes and sizes. Just about all can be jumped upon and serve as platforms. However, colliding horizontally with a block will destroy the player. Diagonal slanted blocks were introduced as of [[Update 1.8]], and act as ramps/slopes that a player can slide on without being destroyed. The [[Update 2.0]] sneak peek has shown that a feature that allows blocks and platforms to move will be introduced.&lt;br /&gt;
&lt;br /&gt;
==Hazards==&lt;br /&gt;
&lt;br /&gt;
Hazards usually introduce difficulty into each level. They will often destroy players if touched in any way. Through the levels in Geometry Dash, hazards are introduced in several different forms.&lt;br /&gt;
===Spikes===&lt;br /&gt;
&lt;br /&gt;
[[File:Spike.png|thumb|The original spike]]&lt;br /&gt;
Spikes are the most frequently occurring and are often jumped over. These obstacles often appear with varying appearance, and can be invisible or transparent. They can also differ in size. Three spikes are sometimes placed in a group to escalate the level of difficulty. They are commonly seen in [[Time Machine]], which includes the most three-spikes out of any official level. Spikes can also be different sizes or widths. The color of some of these obstacles can also be changed using the COL1, COL2, COL3, and COL4 options in the [[Level Editor]].&lt;br /&gt;
===Sawblades===&lt;br /&gt;
&lt;br /&gt;
[[File:Saw.png|thumb|One of the six sawblades]]&lt;br /&gt;
Sawblades, which are first encountered in [[Clutterfunk]], are typically larger than common spikes. They automatically rotate in place, and can be seen in several different forms as well. The original sawblades cannot be seen at all in a black background, until the level ends or the cube hits it. Transparent sawblades can sometimes be seen with dark backgrounds, commonly used in [[Electroman Adventures]]. Each variation has three sizes. The [[Update 1.9|1.9 update]] introduced gear-like sawblades, thick sawblades with customizable colors with c-obj, and invisible sawblades.&lt;br /&gt;
&lt;br /&gt;
===Thorns===&lt;br /&gt;
Thorns are one of the most common hazards in Geometry Dash. They are generally long but short, black, obstacles that are placed between columns of blocks. In official levels, they make appearances throughout the game. They generally came in either a spiky, jagged form or a waving form until [[Update 1.8|1.8 update]], which introduced diagonal thorns at either angle, as well as peaked-thorns. The [[Update 1.9|1.9 Update]] introduced block-like thorns which made their first appearance in [[Blast Processing]]. [[Theory of Everything]] also introduces a kind of thorn resembling creepers or vines. They can have multiple appearances.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
Monsters will be introduced into Geometry Dash in [[Update 2.0]]. They vary in size and have animated mouths. These obstacles, similar to the other hazards, kill on impact.&lt;br /&gt;
&lt;br /&gt;
==Pads and rings==&lt;br /&gt;
Pads and rings influence the direction of travel. Pads only need to be touched to activate their effect, while rings need to be tapped as the player passes over for them to function. There are three variants identical to each.&lt;br /&gt;
*Yellow pad initiates a jump larger than normal, introduced in [[Back on Track]]. Yellow rings were introduced in [[Polargeist]], and while tapped it enables a jump mid-air.&lt;br /&gt;
*Purple pads and rings initiate a jump smaller than normal jumps and yellow pads and rings. They are formally introduced in [[Theory of Everything]] (The pad was also found while getting the last [[Secret Coins|secret coin]] in [[Can&#039;t Let Go]], and the ring was found when getting the last secret coin in [[Time Machine]]).&lt;br /&gt;
*Blue pads and rings change the direction of gravity, formally introduced in [[xStep]] (Both were also found when getting the first coin in [[Back on Track|Back On Track]] and the third coin in [[Polargeist]].)&lt;br /&gt;
*Green rings appear change the direction of gravity and provide some upward momentum afterward, which is a much smoother transition than what is achieved by either the blue ring or the gravity portals. They were seen in the [https://www.youtube.com/watch?v=nnkePuBng3I sneak peek] for [[Deadlocked]], which will be released in [[Update 2.0]].&lt;br /&gt;
**Creators have achieved a similar effect by placing a pink or yellow ring inside a gravity portal (allowing the player to jump immediately after switching gravity).&lt;br /&gt;
Although these components are often part of completing a level, they can be positioned in such a way that redirects the player into a hazard, needing to be avoided in such instances.&lt;br /&gt;
==Portals==&lt;br /&gt;
&#039;&#039;For the complete article, see &#039;&#039;&#039;[[Portals]]&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Portals can modify the way the icon interacts with the level, and can force the cube to assume another form, such as the ship, gravity ball, UFO, or wave. They vary into two different types: Form portals, which changes the form of the player, or manipulation portal, which changes how the player interacts with the level. They can also change its speed, size, direction of gravity or mirror the screen. The [[Update 1.8|1.8 update]] introduced dual portals, which create a clone of the player. These objects are often expertly placed in correlation with the background soundtrack. On most occasions, the background and ground color also change with the icon.&lt;br /&gt;
&lt;br /&gt;
==Cosmetics and effects==&lt;br /&gt;
A number of components are purely cosmetic, or may have effects applied to them. Others may be used as markers to identify routes or hazards (punctuation marks, crosses, arrow signs). Physical objects can cycle through colours and complete visibility, which may also be distracting to gameplay. In contrast, what may look like physical objects can also be background objects, which may again fool the player, for example fake spikes and thorns. [[Blast Processing]] introduced a new effect, giving blocks a three-dimensional appearance. This, in no way, affects the gameplay.&lt;br /&gt;
&lt;br /&gt;
==Background and transition==&lt;br /&gt;
The background can change colour as a way to create a more vibrant gameplay experience. Other map components can enter and leave the screen, not physically affecting anything, as further visual enhancement, but may reduce the amount of time the player has to react to their entry.&lt;br /&gt;
[[Category:Level Elements]]&lt;/div&gt;</summary>
		<author><name>115.66.116.7</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Stereo_Madness?diff=1058</id>
		<title>Stereo Madness</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Stereo_Madness?diff=1058"/>
		<updated>2015-03-31T13:17:57Z</updated>

		<summary type="html">&lt;p&gt;115.66.116.7: &lt;/p&gt;
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&lt;div&gt;{{Infobox level&lt;br /&gt;
|name = Stereo Madness&lt;br /&gt;
|image = File:StereoMadness.png&lt;br /&gt;
|levelnumber = 1&lt;br /&gt;
|created = Original level&lt;br /&gt;
|difficulty = [[File:Easy.png|20px]] Easy&lt;br /&gt;
|sequences = Cube, ship&lt;br /&gt;
|portals = Ship, cube&lt;br /&gt;
|normalmode = [[File:Cube05.png|20px]] Icon 5 &amp;lt;br /&amp;gt; &lt;br /&gt;
[[File:Star.png|20px]]  1 star&lt;br /&gt;
|practicemode = [[File:Colour06.png|20px]] Primary Blue 3&lt;br /&gt;
|musiccreator = ForeverBound&lt;br /&gt;
|musicdate = November 28, 2013&lt;br /&gt;
|music = File:StereoMadness.ogg&lt;br /&gt;
|followedby = [[Back on Track]]&lt;br /&gt;
|precededby = N/A&lt;br /&gt;
}}&#039;&#039;&#039;Stereo Madness&#039;&#039;&#039; is the first level in [[Geometry Dash]] and [[Geometry Dash Lite]]. It is often considered to be the easiest stage in the game, being one of two levels rated easy along with [[Back on Track]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Stereo Madness begins with a basic cube sequence featuring spikes and simple jumping patterns. This sequence gradually teaches the player about holding for many jumps, and also when to let go after holding. However, it does allow for many unnecessary taps.&lt;br /&gt;
&lt;br /&gt;
It continues with an introductory sequence of the ship [[Forms|form]] which gives the player wide room to fly and learn about the ship.&lt;br /&gt;
&lt;br /&gt;
The next cube sequence is slightly harder, also introducing triple spike sets which are encountered twice.&lt;br /&gt;
&lt;br /&gt;
The level ends after finishing with another ship sequence. This also contains the first secret passage encountered in the game, used to obtain a secret coin (see a detailed description down below).&lt;br /&gt;
&lt;br /&gt;
==Secret coins==&lt;br /&gt;
*The first [[Secret Coins|secret coin]] is located immediately after the first ship sequence. There should be a sequence of four columns, the last two of which have holes in the middles of them. Jump the first three and slide through the hole on the fourth to obtain the coin, the jump back to the main route. Alternatively, you can jump just the first two, slide through the hole on the third, and jump twice to obtain the coin and get back to the normal route.&lt;br /&gt;
*The second secret coin is located roughly midway through the cube section with the red background. After travelling upon four adjacent thin platforms, jump four times up onto a line of descending blocks which would normally be travelled beneath. To safely collect the coin, jump off the second last block to avoid a short spike on the last block.&lt;br /&gt;
*The third secret coin is oddly situated above the main passage during the final ship sequence. In this final sequence, after avoiding the first roof obstacle, enter a small crevice just before the second roof obstacle. This will be identifiable because it will have large, faded, fake spikes, as opposed to the rows of small, black, real spikes found along the rest of the passage. The screen will shift and turn red to reveal a narrow upper section with very close-contained spikes. There is a safe break about three quarters of the way through, before one last spike section, followed by clearance to the third coin and an alternate finish.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
[[File:Stereo madness con tutte le monete - Geometry Dash 1.9-0|thumb|center|335 px]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Prior to [[Update 1.9]], the third coin was much more difficult to obtain due to the fact that the passage contained spiked on both sides and forced the player to fly in between. In the full version [[Update 1.9]], this section was made much simpler because the spikes alternated from top to bottom only.&lt;br /&gt;
* The third coin&#039;s odd location was due to [[Update 1.6]] and its introduction to secret coins, resulting in pre-1.6 level modifications.&lt;br /&gt;
* Stereo Madness is the only level not to contain any manipulation [[portals]], even in the secret coin passages.&lt;br /&gt;
* Reaching the end of the third secret coin passage is the only instance where the player can divert from the main passage and end somewhere different.&lt;br /&gt;
*Completing the level takes 1 minute and 29 seconds.&lt;br /&gt;
*Surprisingly, many people consider Back on Track to be slightly easier than Stereo Madness, due to the three spikes found in the level.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery orientation=&amp;quot;none&amp;quot; position=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
StereoMadnessMenu.png|Stereo Madness on level selection screen&lt;br /&gt;
Cube05.png|Icon unlocked after completing in normal mode&lt;br /&gt;
SM-C1.png|First secret coin&lt;br /&gt;
SM-C2.png|Second secret coin&lt;br /&gt;
SM-C3.png|Third secret coin&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>115.66.116.7</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Can%27t_Let_Go?diff=7429</id>
		<title>Can&#039;t Let Go</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Can%27t_Let_Go?diff=7429"/>
		<updated>2015-03-29T13:06:35Z</updated>

		<summary type="html">&lt;p&gt;115.66.116.7: &lt;/p&gt;
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&lt;div&gt;{{Infobox level&lt;br /&gt;
|name = Can&#039;t Let Go&lt;br /&gt;
|image = File:Can&#039;tLetGo.png&lt;br /&gt;
|imagewidth = 300px&lt;br /&gt;
|levelnumber = 6&lt;br /&gt;
|created = Original level&lt;br /&gt;
|difficulty = [[File:Hard.png|20px]] Hard&lt;br /&gt;
|sequences = Cube, ship&lt;br /&gt;
|portals = Ship, cube, gravity&lt;br /&gt;
|normalmode = [[File:Cube10.png|20px]] Icon 6&amp;lt;br /&amp;gt; [[File:Star.png|20px]] 6 stars &amp;lt;br /&amp;gt;&lt;br /&gt;
|practicemode = Primary Red 2&lt;br /&gt;
|musiccreator = DJVI&lt;br /&gt;
|musicdate = October 20, 2013&lt;br /&gt;
|music = File:CantLetGo.ogg&lt;br /&gt;
|precededby = [[Base After Base]]&lt;br /&gt;
|followedby = [[Jumper]]}}&#039;&#039;&#039;Can&#039;t Let Go&#039;&#039;&#039; is the sixth level in [[Geometry Dash]] and [[Geometry Dash Lite]]. It was the first of many levels to be rated Insane, but the difficulty was changed to Hard in [[Update 1.9]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Can&#039;t Let Go is considerably more difficult than the first five levels.&lt;br /&gt;
&lt;br /&gt;
The first cube sequence requires greater precision to execute jumps through tight spike arrangements. It also has some deceiving jump rings, forcing the user to hit the correct jump ring at the right spot.&lt;br /&gt;
&lt;br /&gt;
Then, the background turns black, and the second half of the cube sequence abruptly drops the player into a rapid sliding and jumping section that lasts for a while.&lt;br /&gt;
&lt;br /&gt;
Following that is a ship sequence of mild difficulty, although it is possible to collide with the exit passage that sticks inwards.&lt;br /&gt;
&lt;br /&gt;
A tough antigravity sequence with the cube - now involving jump rings - marks the hardest challenge encountered up until this point.&lt;br /&gt;
&lt;br /&gt;
Normal gravity is restored towards the end with a few tricky jumps to tackle.&lt;br /&gt;
&lt;br /&gt;
==Secret coins==&lt;br /&gt;
* The first [[Secret Coins|secret coin]] is after the second yellow jump pad and before the speech (Three!). After you are launched from pad and to the spike ramp: from the spiked platform after the jump ring where you do not have to jump, jump up twice and you will drop to the secret coin and then continue to the normal path. This is easier than the normal path because the normal path drops right into the black part, giving you 1.7 seconds to react. Sadly, this coin is only detectable if you get a glimpse of the final yellow jump pad.&lt;br /&gt;
* The second coin is on the ship sequence. Fly through the platforms. When you see a block with spikes in front of it, fly to the top of the top. Then continue as normal. The block is after two walls, one on the top and one on the bottom.&lt;br /&gt;
* The third coin is right after the ship ends.When you see a spiked platform after one jump pad and three jump rings, you will come down on a staircase of three stairs. Jump on the second one. After the purple pad (not introduced until [[Theory of Everything]]), immediately jump again to risk the collision of the spike.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
[[File:Geometry Dash - Level 6 Can&#039;t Let Go (All Coins)|thumb|center|300 px]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This level has an error with the name &amp;quot;Cant Let Go&amp;quot;, without the &amp;quot; &#039; &amp;quot; between n and t.&lt;br /&gt;
* At the first bit with two yellow jump rings, it is possible to only jump on one if timed correctly and the player can ride on the spiked wall. The level can be continued as normal. See [https://www.youtube.com/watch?v=bit7E3sIc5g this video].&lt;br /&gt;
* In this level, you are able to &#039;skip&#039; many blocks, especially in the first black background section. However, some of the jumps may require some timing. For example, it IS possible not to fall down to the 2-block platform in the beginning, and make a 4 block + 1 block up jump.&lt;br /&gt;
*The location of the first secret coin acts as a safer shortcut.&lt;br /&gt;
*It takes 1:23 to complete this level.&lt;br /&gt;
*Can&#039;t Let Go was rated Insane before 1.9, but it is now rated hard, which is two tiers down.&lt;br /&gt;
* In the first secret coin path, a wavy platform not introduced until xStep is seen.&lt;br /&gt;
*There is a shortcut in Can&#039;t Let Go. After seeing two spikes hanging above you (after the first secret coin), jump up once and you will fall to the last yellow boost of the secret coin path.&lt;br /&gt;
* This is one of the four levels not to introduce a new game element. The others are [[Base After Base]], [[Jumper]], and [[Theory of Everything 2]].&lt;br /&gt;
*Can&#039;t Let Go was the only classic level that wasn&#039;t teased in the trailer (Stereo Madness-Base After Base were teased in the achievements and Polargeist and Jumper were teased as a song).&lt;br /&gt;
**Hence this, it is possible this was before [[Ultimate Destruction]] was definitely not in–game so it might have not been the only level.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery position=&amp;quot;center&amp;quot; columns=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
Can&#039;tLetGoMenu.png|Can&#039;t Let Go on the main menu&lt;br /&gt;
Can&#039;tLetGoMenuOld.jpg|Can&#039;t Let Go before Update 1.9&lt;br /&gt;
CLG-C1.png|First secret coin&lt;br /&gt;
CLG-C2.png|Second secret coin&lt;br /&gt;
CLG-C3.png|Third secret coin&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Song==&lt;br /&gt;
[[File:CantLetGo.ogg]]&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>115.66.116.7</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Theory_of_Everything_2?diff=45003</id>
		<title>Theory of Everything 2</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Theory_of_Everything_2?diff=45003"/>
		<updated>2015-03-20T15:56:15Z</updated>

		<summary type="html">&lt;p&gt;115.66.116.7: &lt;/p&gt;
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&lt;div&gt;{{Infobox level&lt;br /&gt;
|name = Theory of Everything 2&lt;br /&gt;
|image = File:TheoryOfEverything2.png &lt;br /&gt;
|levelnumber = 18 (Unlockable for 30 secret coins)&lt;br /&gt;
|created = [[Update 1.9]]&lt;br /&gt;
|difficulty = [[File:Demon.png|25px]] Demon&lt;br /&gt;
|sequences = Cube, Ship, UFO, Ball, Wave&lt;br /&gt;
|portals = Gravity, Size, Speed&lt;br /&gt;
|musiccreator = DJ-Nate&lt;br /&gt;
|musicdate = February 23, 2012&lt;br /&gt;
|normalmode = [[File: Player_45.png|21px]] Icon 45 (Theory of Everything 2!)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Star.png|23px]] 14 stars&lt;br /&gt;
|practicemode = [[File:Colour22.png|21px]] Secondary turquoise (The Second Theory)&lt;br /&gt;
|followedby = N/A&lt;br /&gt;
|precededby = [[Blast Processing]]|imagewidth = 300}}&lt;br /&gt;
&#039;&#039;&#039;Theory of Everything 2&#039;&#039;&#039;, often referred to as &#039;&#039;&#039;ToE 2&#039;&#039;&#039;, is the eighteenth and currently the last official level in [[Geometry Dash]]. It is also the second official Demon-rated level, preceded by [[Clubstep]], and was released alongside [[Blast Processing]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Theory of Everything 2&#039;s music is the sequel for the Theory of Everything theme. This level introduces Wave sequences at double speed as well as a mini Wave sequence at slow speed. It&#039;s the second level to introduce the Wave feature and the first level to introduce the mini Wave. &lt;br /&gt;
== Secret Coin Location ==&lt;br /&gt;
* The first [[Secret Coins|secret coin]] is located at the first mini ship sequence. After you go through an inverted-gravity portal, immediately hold then let go. You will go down then get back up to the normal-gravity portal. If you go down too low, you might hit a spike and die.&lt;br /&gt;
* The second secret coin is located at the second wave sequence. After you maneuver through the diagonal hallway, try to make your wave form go down through a small entrance to get the secret coin. It is one of the hardest coins to get, as it also requires precision and control to complete the Wave after collecting the coin, as the wave is at double speed and the opening is extremely tiny for the Wave to enter.&lt;br /&gt;
* The third secret coin is hidden above the course. After you exit the reversed gravity ship section (the one after the slowed cube sequence), jump on the two jump rings, even the one marked with an &amp;quot;X&amp;quot;. If you do this, you will land on a platform. Then perform a jump, collect the coin, and jump again on the edge of the platform to exit safely before you enter the last UFO sequence. This sounds easy, but it is hard without practice, since the timing is critical. If you do not jump at the edge, you will land before the platform and die. Since this part is fast-paced, it is also quite difficult to jump off the edge of a platform. If you are too late, the cube will just fall off the platform without making the jump and you will also die.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In [[Theory of Everything]], all of the portals that existed when the course was released could be found in the level. However, in Theory of Everything 2, there are not any mirror and dual portals (mirror portals were last used in Electroman Adventures, and dual portals were last used in Blast Processing).&lt;br /&gt;
* In the half-pipe at the end, a monster that resembles the monsters in the [[Update 2.0]] preview can be seen with an eye (blue ring) and an open mouth to slide through.&lt;br /&gt;
** The icon unlocked for completing Theory of Everything 2 also resembles the Update 2.0 monsters, and it resembles the Blast Processing icon. The only difference is that the ToE 2 icon has more &amp;quot;teeth&amp;quot;.&lt;br /&gt;
*Completing the level takes about 1:32. However, if you use the first UFO speed glitch (refer to [[Theory of Everything 2#Errors|errors]]), it will take around 1:30 to complete.&lt;br /&gt;
* This level and [[Electrodynamix]] are the only levels to include a triple speed portal.&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
* There is an error at the start of the level. If timed correctly, you can jump on the second yellow ring (which is covered by an X) and the continue to jump on the third yellow ring (without an X). But if you do this, you will crash.&lt;br /&gt;
* There are a couple of design errors. If you only hit the second yellow pad and then look at the upside down wall on the left, you will notice that it appears to be broken. Also, during the slow ship segment, at about 39%, there is a design error where one of the shaded blocks is slightly pushed to the left.&lt;br /&gt;
* There is an error in the first mini ship section of this level. You can skip the third gravity portal and the slow speed portal by going under them. If you skip the speed portal, however, crucial timing will be needed to pass the UFO sequence that follows. If you manage to pass it, the music will be out of sync.&lt;br /&gt;
** In the final mini UFO part, it is also possible to skip the gravity portal by going under it.&lt;br /&gt;
** In practice mode, it is possible to go through the jump pads before the final mini UFO part in such a way that the UFO&#039;s gravity would be reversed.&lt;br /&gt;
* There is a &#039;secret path&#039; in the mini ship section after the second wave segment. You can skip the cube portal and remain a mini ship. At 80%, you will still be a mini ship. However, when you reach the cube, you will remain mini and die because you cannot make the first jump of that section. See this video [https://www.youtube.com/watch?v=nJAqEvnsWVY]&lt;br /&gt;
* If you do not jump on the last blue ring on the slow cube, you will fall to the ceiling and crash as there is no saw blade.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough==&lt;br /&gt;
[[File:&amp;quot;Geometry dash&amp;quot; level 18 - Theory of Everything 2 (100%)|thumb|center|335 px]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery orientation=&amp;quot;none&amp;quot; position=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
TheoryOfEverything2Menu.png|ToE2 on the main menu&lt;br /&gt;
ToE2-C1.png|First coin (Ship)&lt;br /&gt;
ToE2-C2.png|Second coin (Wave)&lt;br /&gt;
ToE2-C3.png|Third coin (Cube)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>115.66.116.7</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Theory_of_Everything_2?diff=44682</id>
		<title>Theory of Everything 2</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Theory_of_Everything_2?diff=44682"/>
		<updated>2014-12-28T05:54:52Z</updated>

		<summary type="html">&lt;p&gt;115.66.116.7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
|name = Theory of Everything 2&lt;br /&gt;
|image = File:te2.jpg&lt;br /&gt;
|levelnumber = 18 (Unlockable)&lt;br /&gt;
|created = [[Update 1.9]]&lt;br /&gt;
|difficulty = [[File:Demon.png|25px]] Demon&lt;br /&gt;
|sequences = Cube, Ship, Wave, UFO, Ball&lt;br /&gt;
|portals = Gravity, Size, Speed&lt;br /&gt;
|musiccreator = DJ-Nate&lt;br /&gt;
|musicdate = February 23, 2012&lt;br /&gt;
|normalmode = Theory of Everything 2!&lt;br /&gt;
|practicemode = Second Theory&lt;br /&gt;
|followedby = N/A|precededby = [[Blast Processing]]|imagewidth = 300|caption = Playing Theory of Everything 2. A new background(Hard to see), a single yellow jump ring and two blue jump rings are seen.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Theory of Everything 2&#039;&#039;&#039;, sometimes known as ToE 2, is the eighteenth official level in Geometry Dash and also the second official Demon-rated level, following [[Clubstep]].&lt;br /&gt;
&lt;br /&gt;
== Secret Coin Location ==&lt;br /&gt;
* The first [[Secret Coins|secret coin]] is located at the first mini ship sequence. After you go through an anti-gravity portal, immediately hold then let go. You will go down then get back up to the normal-gravity portal.&lt;br /&gt;
* The second secret coin is located at the second wave sequence. After you maneuver through the diagonal hallway, try to make your wave form go down through a small entrance to get the secret coin. It is one of the hardest coins to get, as it also requires precision and control to complete the Wave after collecting the coin.&lt;br /&gt;
* The third secret coin is hidden above. After you exit the reversed gravity ship section (the one after the slowed cube sequence), jump on the two jump rings, even the one marked with an &amp;quot;X&amp;quot;. You&#039;ll land on a platform. Then perform a jump, collect the coin. Then jump again on the end of the platform. Then you&#039;ll exit safely before you enter the last UFO sequence. This sounds easy, but is hard without practice, since the timing is critical.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* There is an error in this level. You can jump on the first yellow ring that has X on it and jump on the second yellow ring without an X. Then you&#039;ll crash.&lt;br /&gt;
* There is a design error. Only hit the second yellow pad, then look at the upside down wall on the left. It appears to be broken.&lt;br /&gt;
* During the slow ship section at about 39%, there&#039;s a design error where one of the shaded blocks is pushed to the left slightly.&lt;br /&gt;
*In &#039;&#039;[[Theory of Everything]]&#039;&#039;, it used all of the portals when its update was released. However, in &#039;&#039;Theory of Everything 2&#039;&#039;, the level did not contain any mirror and dual portals.&lt;br /&gt;
* In the half-pipe in the end, one monster was seen. This looked like the [[Update 2.0]] monsters.&lt;br /&gt;
* There is another error. You can actually skip the third gravity portal in mini ship mode at the beginning by going under it.&lt;br /&gt;
* You can also skip the first slow portal by going under it. It is still possible to pass the UFO part that way, but crucial timing is needed.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough==&lt;br /&gt;
[[File:Geometry Dash - Theory of Everything II 100% Complete|thumb|center|300 px]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery orientation=&amp;quot;landscape&amp;quot; &amp;gt;&lt;br /&gt;
Coin1toe2.png|First coin.&lt;br /&gt;
Coin2toe2.png|Second coin.&lt;br /&gt;
Coin3toe2.png|Third coin.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>115.66.116.7</name></author>
	</entry>
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