Editing
Kenos
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Description== *'''0-7% (Eclipsed):''' Kenos begins with a double-speed cube section where the player jumps on walls and hits orbs through tight, narrow spaces between the spikes. The orbs at this part must be hit carefully, choosing the exact time of the jump. Additionally, the player's gravity sometimes changes, and the segment is interrupted by a short mini-ball segment with similar gameplay. *'''7-13% (Zimnyte):''' First, the player goes into a mini-UFO section, in which they must make several accurate hits inside the orbs. Then, in a cube section, it is necessary to overcome several difficult obstacles from spikes in a thorny space where they need to jump over walls and hit orbs. The same thing must be done in the following robot section. *'''13-29% (Bianox):''' The part begins with the classic cube section from the start of Sakupen Hell, where the player accurately jumps on the walls, very quickly hitting the blue orbs. After a brief triple-speed mini-wave section in a narrow space between the walls, the mini-ball section begins, continuing at triple speed onwards. At this point, it is necessary to move quickly and accurately between the walls without touching the spikes, followed by a new wave section in which the player navigates between inclined obstacles, changing gravity via portals. This wave section divides into two parts, with a half-speed mini-cube section serving as an intermission. The second part of the wave is set at quadruple speed instead of triple speed from Sakupen Hell. *'''29-34% (Terron + Eclipsed):''' This part is a lengthy double-speed UFO segment in a narrow space between the spikes in which the player must bounce through. In this section, the player must carefully jump between the spikes, often hitting orbs and navigating through numerous gravity and size portals. *'''34-42% (Lazuli):''' The part begins with flying as the ship is still going at double speed through various obstacles, like spikes and sawblades. It is necessary to skillfully manoeuvre and swiftly change gravity, hitting the orbs at the right time. At this drop, now going at triple speed, the player must make a couple of jumps as a mini-cube, choosing from the set of orb traps they need, and then manoeuvre between the spiky inclined walls as the wave. The part ends with a short UFO segment. *'''42-52% (KrampuX):''' First comes a cube section with size changes. In it, the player must carefully choose the exact moment, jump on walls, and hit orbs through spikes. After a brief half-speed mini-wave section, they must do the same in a robot section. Then, there is a mini-ship section where the player flies through platforms with spikes, and a brief wave segment begins, in which the player manoeuvres around prickly obstacles. Having flown around a wall with spikes as the ship, with some cube intermissions, the player proceeds to a new mini-wave section, where the player must manoeuvre around the moving walls and sawblades at triple speed. *'''52-59% (SlimJim):''' The player transitions into a mini-ship sequence, continuing at triple speed. They must quickly navigate around obstacles, such as spikes and blocks, while hitting the orbs and changing gravity at the right moments. Then, as a mini-robot, the player must go through many different orbs and then bounce around some moving structures as the mini-UFO. After short segments of the mini-ball and the spider, a new mini-ship section begins, where the player needs to fly between the sliding walls with spikes, teleporting between the segments with them. The section ends with a mini-wave section of manoeuvring through the spikes in blocks available for this, while the speed progressively slows down. *'''59-64% (nikrodox):''' A short robot segment represents the entire part. Here, while resizing, the player must jump on various walls and blocks at half speed while avoiding spikes. There is very little free space, and jumping should be done carefully. *'''64-69% (ChiefFlurry):''' The next part consists entirely of a triple-speed wave segment. The part begins with a mini-wave that requires the player to navigate through tight spaces with moving walls and spikes that kill. After that, it transitions into a normal wave with a few moving blocks featuring spikes, requiring the player to fit through the space that leads to the cube portal, which initiates Salaxium's part. *'''69-74% (Salaxium):''' A tight triple-speed cube section entirely represents Salaxium's part. The part features gravity changes, dash orbs, and difficult timings. It begins with difficult timings that transition into a dash orb spam section, which the player must hit to progress to more difficult timings, then a brief blue pad auto section that leads to Spectex's part. *'''74-78% (Spectex):''' The player again teleports to a new part through the portal. As a wave going at double speed now, it is again necessary to manoeuvre between walls at close range, while changing in size and gravity. The part is also divided into two parts by another teleport portal, with the second part going at triple speed. *'''78-89% (Pennutoh):''' Here, the speed decreases to half-speed to begin a new cube section. Between the spikes, sawblades, and thorns, the player must make their way along the free surface, sometimes hitting orbs. Then, they must briefly control a mini-ship going at triple speed, go through a half-speed ball section, and fly through several gravity portals again in a mini-ship sequence. After that is a cube section, followed by a brief triple-speed mini-wave segment into another cube section at half-speed, ending the part with a wave segment manoeuvring between sawblades through gravity portals. *'''89-100% (Splash):''' The player enters a timing-based cube section continuing at half speed, where they must jump through the gravity portals with orbs. After that, the player transitions to a ship sequence in which they must fly through tight spaces between the sawblades and the walls, some of which are moving. The level approaches its end after using a green dash orb, where the end screen created by Splash will appear.
Summary:
Please note that all contributions to Geometry Dash Expanded Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Geometry Dash Expanded Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
associated-pages
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
New files
Random page
New here? Get started
>> Site policy
>> Staff
Help using MediaWiki
GD Base Content
Games
Main levels
Gameplay
Rewards
Rooms (vaults etc.)
Level editing
Account features
Updates
GD Community Content
Demon List levels
Gauntlet levels
Map Pack levels
Classic levels
Platformer levels
Players
Community activities
Wiki Resources
Propose new articles
Submit edits for review
Admin Dashboard
Images
Videos
Audio
PDFs
Templates
Sandbox
Discuss the wiki
Guestbook
Tools
What links here
Related changes
Page information