Editing
Acropolis
(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== *'''0-16%:''' Acropolis begins with a half-speed cube section consisting of difficult jumps and drops that need crucial timing. This section gets progressively more difficult. It is one of the harder parts of the level. *'''16-25%:''' Next, the player enters a moderately difficult ball segment that needs timing because of spikes and spike balls everywhere. This segment usually takes time to learn due to numerous traps and timings. *'''25-34%:''' Afterwards, the player transitions into a ship sequence with tight spaces. This sequence is tight but not as difficult as the more timing-intensive parts. *'''34-43%:''' Afterwards, the player enters a fairly difficult cube section containing numerous traps, invisible spikes, and 'thorn balls' everywhere that mostly cover the various orbs. However, this part is actually easier than it looks, fairly easy to memorize, and only requires minimal training to get consistent. *'''43-51%:''' The player enters a moderately difficult mini-ship sequence with moderately tight spaces and peculiar gameplay for a ship part, which requires a bit of skill. Despite this, it is one of the easier parts of the level. *'''51-60%:''' After the ship, the player transitions into a tight UFO segment with quite a specific input pattern, notorious for requiring extremely precise timings. *'''60-69%:''' Next, the player enters a ball segment similar to the first, with tricky timings throughout. *'''69-79%:''' Afterwards, they enter a cube section with a few simple jumps over clusters of tiny grey spikes. They are the same jumps repeatedly throughout the 9% segment, but they require good consistency. *'''79-100%:''' Finally, the player enters a wave segment with many open spaces, thorn balls, and spikes. This wave section is considered one of the easier parts of the level, but it can be difficult to gain consistency with. Near the end, Zobros' name appears below a final spam corridor that has ended its fair share of unlucky players.
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