Guides/Antigrav/Part 3 of 6

Red coins, the horizon and the star

The Antigrav three-star rules: red coins per difficulty, the combo, the event horizon (Hard only) and how to free the caged star.

5 min readchecked against the build on 13 Oct 2026

Finishing a level is only the first of its three stars. The other two come from the red coins and from the caged star, and the red coins also feed the mass that opens the event horizon. This chapter covers the exact rules for all of it, including the places where Easy and Hard behave very differently.

The three stars

StarCondition
1. PassageReach the finish gate.
2. Red coinsCollect every red coin in the level in a single run: 5 on Easy, 8 on Hard.
3. Bonus starCharge the key in the anchor pocket, then fly into the freed star.

The two bonus stars are independent. You can take the caged star and miss a coin and still leave with two stars, and the level keeps your best result. All three only count if you reach the finish in that same run.

During a campaign run, the objectives box in the top-right corner tracks all three: the percentage of the level you have covered, a strip of coin slots that fill as you collect, and the state of the bonus star.

Red coins

Red coins are the only collectible in Antigrav. There are no ordinary coins to sweep up along the way, so every pickup you see matters.

Where they appear

The coins are spaced evenly from 10% to 90% of the level. On Easy that is one at roughly 10%, 30%, 50%, 70% and 90%; on Hard there is one about every eighth of the way along. Each coin sits on the hazard side of the corridor, about a third of the way in from the hazard wall. Taking one always means leaving the clear side for a moment, and that is the risk the coin is paying you for.

A coin is never placed inside a hazard. If a hazard spawns on top of a coin that is already on screen, the coin is nudged to a clear height nearby. The pickup area is generous, larger than the coin you see, and checked along your whole path each frame, so a fast pass that clips the edge still counts.

Missed coins are gone

A red coin that scrolls past you uncollected does not come back. Miss one and star two is lost for that attempt. Keep flying anyway: the caged star and the finish are still worth taking, and every metre is practice for the next attempt.

What each coin gives you

  • Score: 50 points times your combo multiplier, doubled while the event horizon is open.
  • Bullion: 15, banked immediately, even if you crash a second later. Halo raises this to 17 and Nadir to 21.
  • Combo: plus one.
  • Mass: plus one eighth, which makes you heavier (see Physics, bouncing and speed).

Each coin's burst is bigger than the last, and the final one of the level sets off a much larger blast with an ALL RED COINS callout. You also get a ONE LEFT banner when you are a coin away.

Combo and multiplier

Your combo goes up by one for every red coin and every slingshot. The score multiplier is 1 plus one for every three combo, capped at nine times, which you reach at a combo of 24. Every fifth combo flashes a COMBO banner, and at 12 the craft goes ON FIRE, a visual reward with its own award.

The combo breaks when you let two red coins in a row go by without collecting one in between. The Nadir craft stretches that to three, and goes on fire at 8 instead of 12.

The event horizon

When your mass reaches full, the event horizon opens by itself. There is no button for it. Your mass resets to zero and for 2.5 seconds of real time:

  • the world runs at 35% speed while your own controls stay at full speed,
  • red coins score double.

When it ends you see HORIZON CLOSED and everything returns to normal speed.

Easy cannot reach it

Each red coin is worth exactly one eighth of full mass. Hard has eight coins, so the eighth coin fills you up and opens the horizon. Easy has only five, which tops out at five eighths of full. On Easy the event horizon never opens, in the campaign or in the Daily. The heavier SINGULARITY lensing tier at six coins is also Hard-only.

The Singular craft

The most expensive craft, Singular, opens the horizon at three-quarters mass and makes it last 60% longer, four seconds in total. On Hard that means the sixth coin opens it, and because mass resets, coins seven and eight start filling you up again. Even Singular's threshold is above what Easy's five coins can reach.

Using it well

On Hard without Singular, the horizon opens on the last coin of the level, so there are no more coins left for the double score to apply to. Its real value is the slow motion: two and a half seconds of the corridor arriving at a third of its speed. The eighth coin sits at about 90% of the level, where the speed is at its highest, so the horizon effectively carries you through the hardest stretch before the finish.

The anchor pocket, the key and the caged star

At 30% of every campaign level there is one anchor pocket, a zone in the middle of the corridor. Flying into it shows NULL-G: gravity is off inside. To earn the key:

  1. Get inside the pocket.
  2. Hold the button so the field switches on.
  3. The whole corridor stops scrolling, the pocket pulls you to its centre, and a ring fills around the craft.
  4. Keep holding for 1.6 seconds until the ring closes and the KEY appears.

The key flies to you on its own, and when it reaches you the callout reads CAGE OPEN. Holding inside the pocket does not use up your field reserve, but the field still has to be able to switch on, so do not arrive with it completely empty. If you let go before the ring is full, the charge drains away slowly; hold again before you leave the pocket and you keep most of it.

The star itself appears at roughly 62% of the level, near the middle of the corridor and clear of hazards and coins. If you charged the key, the cage is already open and you only have to touch the star; the catch radius is wide. If you skipped the pocket, the star stays locked and you fly past it. Taking the star counts only if you then reach the finish, so a crash in the last third still costs it.

Red coins are always placed well away from the pocket, so you never have to choose between the key and a coin at the same spot.