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	<id>https://geometrydashwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=116.14.53.240</id>
	<title>Geometry Dash Expanded Wiki - User contributions [en]</title>
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	<updated>2026-10-16T10:51:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://geometrydashwiki.com/eng/Can%27t_Let_Go?diff=7319</id>
		<title>Can&#039;t Let Go</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Can%27t_Let_Go?diff=7319"/>
		<updated>2014-09-19T05:34:42Z</updated>

		<summary type="html">&lt;p&gt;116.14.53.240: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
|name = Can&#039;t Let Go&lt;br /&gt;
|imagewidth = 300&lt;br /&gt;
|levelnumber = 6&lt;br /&gt;
|difficulty = [[File:Zinsane.png|25px]] Insane&lt;br /&gt;
|normalmode = Icon 10 &amp;lt;br /&amp;gt; 6 stars&lt;br /&gt;
|practicemode = Primary Red 2&lt;br /&gt;
|musiccreator = DJVI&lt;br /&gt;
|musicdate = October 20, 2013|image = File:Cant.png|created = Original level|precededby = [[Base After Base]]&lt;br /&gt;
|followedby = [[Jumper]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can&#039;t Let Go&#039;&#039;&#039; (spelled &#039;&#039;Cant Let Go&#039;&#039; in the level selection screen) is the sixth level in [[Geometry Dash]]. It is the first of many levels to be rated insane. Can&#039;t Let Go is also the first level in [[Geometry Dash Lite]] to be rated insane.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Can&#039;t Let Go is considerably more difficult than the first five levels. The first cube sequence is requires greater precision needed to execute jumps through tight spike arrangements, as well as a couple of deceiving jump rings. The second half of the sequence abruptly drops the player into a rapid sliding and jumping section that lasts for a while. Following is a ship sequence of mild difficulty, although it is possible to collide with the exit passage that sticks inwards. A tough antigravity sequence with the cube - now involving jump rings - marks the hardest challenge encountered up until this point. Normal gravity is restored towards the end with a few tricky jumps to tackle.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* The location of the first [[Secret Coins|secret coin]] acts as a safer shortcut.&lt;br /&gt;
* Can&#039;t Let Go can be beaten in 01:23 without dying.&lt;br /&gt;
&lt;br /&gt;
== Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Geometry Dash Can&#039;t Let Go.jpg&lt;br /&gt;
Level 6.jpeg&lt;br /&gt;
Icon 6.png|Icon unlocked after completing in Normal Mode.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Levels}}&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>116.14.53.240</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Can%27t_Let_Go?diff=7318</id>
		<title>Can&#039;t Let Go</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Can%27t_Let_Go?diff=7318"/>
		<updated>2014-09-19T05:33:08Z</updated>

		<summary type="html">&lt;p&gt;116.14.53.240: /* What is in the level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
|name = Can&#039;t Let Go&lt;br /&gt;
|imagewidth = 300&lt;br /&gt;
|levelnumber = 6&lt;br /&gt;
|difficulty = [[File:Zinsane.png|25px]] Insane&lt;br /&gt;
|normalmode = Icon 10 &amp;lt;br /&amp;gt; 6 stars&lt;br /&gt;
|practicemode = Primary Red 2&lt;br /&gt;
|musiccreator = DJVI&lt;br /&gt;
|musicdate = October 20, 2013|image = File:Cant.png|created = Original level|precededby = [[Base After Base]]&lt;br /&gt;
|followedby = [[Jumper]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can&#039;t Let Go&#039;&#039;&#039; (spelled &#039;&#039;Cant Let Go&#039;&#039; in the level selection screen) is the sixth level in [[Geometry Dash]]. It is the first of many levels to be rated insane. Can&#039;t Let Go is also the first level in [[Geometry Dash Lite]] to be rated insane.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Can&#039;t Let Go is considerably more difficult than the first five levels. The first cube sequence is requires greater precision needed to execute jumps through tight spike arrangements, as well as a couple of deceiving jump rings. The second half of the sequence abruptly drops the player into a rapid sliding and jumping section that lasts for a while. Following is a ship sequence of mild difficulty, although it is possible to collide with the exit passage that sticks inwards. A tough antigravity sequence with the cube - now involving jump rings - marks the hardest challenge encountered up until this point. Normal gravity is restored towards the end with a few tricky jumps to tackle.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* The location of the first [[Secret Coins|secret coin]] acts as a safer shortcut.&lt;br /&gt;
* Can&#039;t Let Go can be beaten in 01:23 without dying.&lt;br /&gt;
&lt;br /&gt;
== What is in the level ==&lt;br /&gt;
The level starts off with a cube sequence, requiring many evasive movements to get through and a long blackout area starting with the same cube sequence from the start of the level,  which then ends with a ship sequence which is made mostly up of barriers and a passageway with three-spike hazards , and then another cube sequence switched to antigravity and one final switch back to normal gravity, ending the level that way.&lt;br /&gt;
&lt;br /&gt;
== Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Geometry Dash Can&#039;t Let Go.jpg&lt;br /&gt;
Level 6.jpeg&lt;br /&gt;
Icon 6.png|Icon unlocked after completing in Normal Mode.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Levels}}&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>116.14.53.240</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Can%27t_Let_Go?diff=7317</id>
		<title>Can&#039;t Let Go</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Can%27t_Let_Go?diff=7317"/>
		<updated>2014-09-19T05:29:45Z</updated>

		<summary type="html">&lt;p&gt;116.14.53.240: /* What is in the level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
|name = Can&#039;t Let Go&lt;br /&gt;
|imagewidth = 300&lt;br /&gt;
|levelnumber = 6&lt;br /&gt;
|difficulty = [[File:Zinsane.png|25px]] Insane&lt;br /&gt;
|normalmode = Icon 10 &amp;lt;br /&amp;gt; 6 stars&lt;br /&gt;
|practicemode = Primary Red 2&lt;br /&gt;
|musiccreator = DJVI&lt;br /&gt;
|musicdate = October 20, 2013|image = File:Cant.png|created = Original level|precededby = [[Base After Base]]&lt;br /&gt;
|followedby = [[Jumper]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can&#039;t Let Go&#039;&#039;&#039; (spelled &#039;&#039;Cant Let Go&#039;&#039; in the level selection screen) is the sixth level in [[Geometry Dash]]. It is the first of many levels to be rated insane. Can&#039;t Let Go is also the first level in [[Geometry Dash Lite]] to be rated insane.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Can&#039;t Let Go is considerably more difficult than the first five levels. The first cube sequence is requires greater precision needed to execute jumps through tight spike arrangements, as well as a couple of deceiving jump rings. The second half of the sequence abruptly drops the player into a rapid sliding and jumping section that lasts for a while. Following is a ship sequence of mild difficulty, although it is possible to collide with the exit passage that sticks inwards. A tough antigravity sequence with the cube - now involving jump rings - marks the hardest challenge encountered up until this point. Normal gravity is restored towards the end with a few tricky jumps to tackle.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* The location of the first [[Secret Coins|secret coin]] acts as a safer shortcut.&lt;br /&gt;
* Can&#039;t Let Go can be beaten in 01:23 without dying.&lt;br /&gt;
&lt;br /&gt;
== What is in the level ==&lt;br /&gt;
The level starts off with a cube sequence, requiring many evasive movements to get through and a long blackout area with a cube sequence and short ship sequence, and then another cube sequence switched to antigravity and one final switch back to normal gravity, ending the level this way.&lt;br /&gt;
&lt;br /&gt;
== Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Geometry Dash Can&#039;t Let Go.jpg&lt;br /&gt;
Level 6.jpeg&lt;br /&gt;
Icon 6.png|Icon unlocked after completing in Normal Mode.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Levels}}&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>116.14.53.240</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Dry_Out?diff=7826</id>
		<title>Dry Out</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Dry_Out?diff=7826"/>
		<updated>2014-09-19T05:20:37Z</updated>

		<summary type="html">&lt;p&gt;116.14.53.240: /* What is In the level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
|name = Dry Out&lt;br /&gt;
|created = Original level&lt;br /&gt;
|levelnumber = 4&lt;br /&gt;
|difficulty = [[File:Zard.png|25px]] Harder&lt;br /&gt;
|normalmode = Icon 8 &amp;lt;br /&amp;gt; 4 stars&lt;br /&gt;
|practicemode = Primary Pink&lt;br /&gt;
|musiccreator = DJVI&lt;br /&gt;
|musicdate = October 20, 2013&lt;br /&gt;
|image = File:Dryout.png&lt;br /&gt;
|imagewidth = 300|precededby = [[Polargeist]]&lt;br /&gt;
|followedby = [[Base After Base]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dry Out&#039;&#039;&#039; is the fourth level in [[Geometry Dash]]. Along with [[Base After Base]], its difficulty is rated harder. Dry Out is also a level in [[Geometry Dash Lite]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Dry Out is the level that introduces gravity [[Portals|portals]], something that appears in every level afterwards. This is a new challenge worth growing to understand, and is met in the second third of the first cube sequence. Throughout the level, there are vertical obstructions which prevent unnecessary jumping, requiring more specific movements along with a wider variety of jumping patterns. After the cube sequence, there is a ship sequence with large scattered blocks and then large spiked blocks, focusing on smoother navigation in order to avoid collisions. Finally, there is another short cube sequence before reaching the end of the level.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*While formally introducing the gravity portal, Dry Out is not the first level it appears in, instead first occurring in [[Back on Track]] as part of collecting a [[Secret Coins|secret coin]].&lt;br /&gt;
&lt;br /&gt;
== What is In the level ==&lt;br /&gt;
The level is Based around Twisted areas.There are also Gravity sections And a lot of spikes.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dry Out.jpg&lt;br /&gt;
Geometry Dash Dry Out Icon.jpg|Icon unlocked after completing in Normal Mode.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Levels}}&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>116.14.53.240</name></author>
	</entry>
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