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WARNING: This level contains intense flashes and bright lights. If you have epilepsy or any other eye conditions, watching a video of this level is strictly advised against. Safety first!


Acid Rush 3 is finally out after all this time, verified by Nexus!

―Serponge

Acid Rush III (commonly known as Acid Rush 3) is a 2.1 Hard Demon mega-collaboration hosted and published by Serponge and verified by Nexus. As its name suggests, it is the third and final level in the Acid Rush trilogy, proceeding Acid Rush and Acid Rush II. It is famous due to its heavy usage of mixed duals, XL length, and numerous timings.

Gameplay[]

  • 0-4% (Spu7Nix): The level begins with a simple single-speed cube section that features a variety of orb-based timings, a few gravity portals, and pink dash orbs. This area also contains a lot of acid-based decorations including grey pipes, metallic-looking blocks, and a dark green color scheme.
  • 4-8% (Wulzy): Wulzy's part consists of a double-speed cube section that is comprised of a variety of tricky orb and dash orb-based timings, as well as a few gravity changes and saw-blade obstacles. At 7%, the player enters single-speed and must jump across a couple more pillars, before an extremely short auto-cube section to conclude this area and prepare for the upcoming drop.
  • 8-14% (Thomartin): Afterward, the music beat drops, and the player transitions into a triple-speed UFO segment consisting of a few gravity changes and gears they must avoid. Following this, there is a triple-speed cube section featuring quick orb timings and a few more gears. Both sections feature a city-like background and several black bars occasionally blocking the player's vision.
  • 14-19% (Samoht + TTP): Following this is the first shared part of the level, which begins with a tricky mini-ball segment featuring several spikes and gaps that must be avoided while traveling through narrow spaces. Next is an auto-cube section that quickly transitions into a short ship sequence with a couple of saw-blade variants and a triple-speed portal right in the middle. Afterward is another short cube section where the player hits two yellow pads and must quickly hit a green orb to continue. After a UFO transition, the section concludes with an easy half-speed wave segment comprised of several slanted surfaces that need to be avoided.
  • 19-25% (ChaSe): Next, the player transitions into ChaSe's part, which is comprised of a triple-speed cube section filled with various orb-based timings and numerous gears, as well as a ball and ship transition and multiple fake orbs sprinkled in to trip up the player.
  • 25-33% (Goose + Spu7Nix): The second and final shared part in the level is primarily comprised of difficult mixed dual segments that are all set in quadruple-speed, as well as a ship sequence and a spider segment at the end. It begins with a short mini-cube/mini-spider, then a short dual-cube section. After a short mini-ship sequence, it transitions into a mini-UFO/mini-ball dual containing only one gravity portal, then a short dual-ship sequence with some simply flying. Following this is a mini-cube/mini-robot dual segment comprised of a few orb-based timings and gravity changes. Finally, the section concludes with a mini-spider segment in which the player must switch gravity to avoid fast-moving obstacles and spikes.
  • 33-37% (Erdyuni): Following this is Erdyuni's part, which starts with a single-speed ship sequence consisting of gears, spikes, and wide open spaces that the player can easily fly through. After a short and simple dual-ship sequence, the player transitions into an easy ball segment with several simple orb-based timings. At the very end, the player must nail a dash orb timing and briefly enter triple-speed to end off this area. All three sections also feature numerous invisible size portals that may throw off the player.
  • 37-44% (Serponge): Serponge's part consists of a difficult quadruple-speed spider segment in which the player must traverse across numerous slopes and contend with a few black orb timings while quickly avoiding massive saw-blades. Additionally, this section features a constantly flashing background, as well as thin and thick black lines that may throw off the player.
  • 44-48% (PotatoBaby): Next, the speed slows down as the player enters PotatoBaby's part, which features a single-speed cube section mostly comprised of numerous tight spaces, timings, and gravity changes from both orbs and pads. In addition, this area features a city-like background with several partially damaged buildings.
  • 48-52% (Sandal): Sandal's part consists of a robot segment that initially starts in double-speed, then goes through half-speed and then single-speed. This area also contains several simple dash orb timings, a few gravity changes, and many electric and pipe decorations. Toward the end, the player enters a half-speed portal and concludes this section.
  • 52-59% (Sharks): This part is a break, starting with a half-speed mini-ship sequence with the player sliding down slopes and a large building in the background. The player then goes into a mini-wave and must maneuver through some gears. Then, they go into a mini-spider segment and hit a red orb and a pink dash orb. Then, the screen becomes black, and it fades into the next part.
  • 59-64% (Codex): Following this is Codex's part, which features a challenging double-speed cube section comprised of a multitude of fake orbs, dash and orb timings, a few gravity changes, and lots of saw-blade decorations scattered everywhere. Additionally, the area contains a couple of quadruple spikes that the player must jump over.
  • 64-69% (Rafer): Afterward, the player transitions into Rafer's part, which begins with a straightforward double-speed mini-ship sequence with a couple of gravity changes and wide open spaces to fly through, as well as a few slopes and invisible ship portals that change the level's "camera". Toward the end of this section, the player enters at triple-speed and a size portal. Next is a tricky triple-speed cube section that uses fake orbs, a couple of gravity changes, and speed portals. This area concludes with the player entering half-speed as the screen briefly turns white.
  • 69-85% (Goose): Next, the music beat drops again, and the player enters a quadruple-speed ship sequence that features a boss-fight and a mini portal. Here, the player must carefully fly around the various beams and lasers that the boss fires at them, although some of them are purely decorative. About halfway through, at ~77%, the player is surrounded by several saws firing thin lasers in a crisscross-like pattern, all of which the player must avoid. Toward the end, the word "GOOSE" can be seen as the screen fades to white.
  • 85-100% (Kips): The final section of the level consists of a quadruple-speed cube section featuring a large variety of fast orb and dash orb timings, as well as many slopes off of which the player should fly. In the end, the player hits one final yellow pad as the level's end logo appears and displays the names of all the creators who took part. Finally, the level ends.

User coins[]

  • The first and only coin is located at 23% in the ship sequence. To collect it, the player must not hit the two blue gravity pads, but instead fly "above" the normal route while in anti-gravity.

Trivia[]

  • The level is free to copy.
  • The level contains 164,178 objects.
  • The level is 2m 37s in length.
  • The level was nominated for Best Demon Megacollab in the Geometry Dash 2.1 Awards.[1]
  • It is the third and final level in the Acid Rush trilogy.
  • This level was in EricVanWilderman's 12 Demons of Christmas 2019 series as Demon #2.[2]

Walkthrough[]

"Acid_Rush_III"_100%_(Demon)_by_Serponge_&_More_-Verified-_-_Geometry_Dash

"Acid Rush III" 100% (Demon) by Serponge & More -Verified- - Geometry Dash

The verification of Acid Rush III. Credits to Nexus.

References[]

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