Electroman Adventures

**Electroman Adventures** is the thirteenth Main Level in Geometry Dash. Beating this level awards the player 10, a new Ship from Normal Mode and the primary light blue color from Practice Mode.

## Gameplay

### Cube Section 1

The level begins with a cube part that features sawblades, platforms, spikes, yellow jump pads, yellow jump orbs, pink jump orbs and blue jump pads.

### Ship Section 1

That goes to a mini ship section where the background turns purple. Spikes, platforms and saws. Then, a corridor pops up with more saws in it. Afterwards, platforms with spikes on the sides appear at different heights.

### Cube Section 2

That goes into a mini cube section where the background turns blue. Platforms, spikes, blue jump pads, yellow jump pads, yellow jump orbs and pink jump orbs.

### Ball Section 1

Those lead to a Ball section where spikes, platforms, pink jump pads, pink jump orbs, yellow jump pads and blue jump orbs.

### Cube Section 3

Then, a mirrored cube section starts where platforms, spikes, yellow jump pads and blue jump orbs.

### UFO Section 1

The cube becomes unmirrored and turns into a UFO. The background turns pink and spikes and platforms in two forms are put around.

### Ship Section 2

Then, a normal ship section starts where sawblades and platforms are put in a corridor that goes up and down.

### UFO Section 2

Then, a mini mirrored UFO section starts where the background turns blue. Platforms put in different locations lead the UFO to the middle.

### Ship Section 3

Another mini ship section starts after that where the background turns pink. Platforms and spikes create mini corridors that the ship has to go through.

### Cube Section 4

Another mini cube section starts where the background turns blue. Platforms, spikes, blue jump pads, yellow jump orbs, yellow jump pads and blue jump orbs with an upside-down portal later on.

### Ball Section 2

A mini ball section starts after this where the background turns green. Spikes, platforms and a yellow jump pad appear.

### Cube Section 5

Another cube section starts where the background slowly turns black. Platforms, spikes, blue jump orbs and a yellow jump pad appear to end off the level.

## Hard Parts

Electroman Adventures is a very balanced level with not many hard parts in particular. Most parts you'll just have to learn over time. But, some of the ship sections are pretty difficult to overcome. However, those sections are still not that hard.

## Coins

In Electroman Adventures, there are 3 Coins that are available to grab.

### Coin 1

The first coin is in the first cube section. When you see an arrow pointing down, jump up on the breakable blocks. That'll lead you to the first coin.

### Coin 2

The second coin is in the first ship section. Under the pyramid with spikes on it, there's fake blocks that you can go through. That'll lead to the second coin.

### Coin 3

The third coin is in the second ball section. If you take the lower path when two paths show up, you'll need to go through some spikes to get to the third coin.

## Trivia

* This is the thirteenth level in the game.
* This is one of the only levels that award a Ship in Normal Mode.
* At 66%, you can skip a portal to stay upside-down.
* This is one of the only Main Levels that use breakable blocks.
* This level is one of the only Insane Levels that award 10.

Main Levels:

 **<< Theory of Everything** | **Clubstep >>**