History Main / ThatOneLevel

22nd Nov '17 5:40:08 PM ShorinBJ
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*** Rogue Squadron 1 took the cake with it's Corellia Mission. You only had to take down one AT-AT, but it was at night, with the target walking along a cliff face, leaving you with a much reduced safe lane on one side. And since the mission is dark, it's hard to see the cliff. Have fun.

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*** Rogue Squadron 1 took the cake with it's its Corellia Mission. You only had to take down one AT-AT, but it was at night, with the target walking along a cliff face, leaving you with a much reduced safe lane on one side. And since the mission is dark, it's hard to see the cliff. Have fun.
17th Oct '17 3:45:40 AM PresidentStalkeyes
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** The third part of the penultimate level of ''Chaos Theory'' is particularly difficult, even when compared to the rest of that level. The entire level has a confusing layout with well-lit room connected by narrow hallways. As soon as [[spoiler: [[BigBad Shetland]] and the ISDF]] betray each other, the level gets much harder. At first, they're occupied enough to bypass them, but you eventually come across a room full of them and you cannot avoid them. While you could just [[CuttingTheKnot run past them altogether]], there's a wall mine that'll kill you if you rush through the hall you have to go through. After this exchange, there's a TimedMission with bombs you have to defuse. They're difficult to find, and after you've finished that, there's more EliteMooks to fight.

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** ''Pandora Tomorrow'' also has the following level, Kundang Camp. It starts out in the daytime, which naturally makes it much harder to remain unnoticed. It doesn't help that the vast majority of the level is spent outdoors in wide-open areas with sparse cover, placed in such a way that you have to be ''perfect'' with how you time your movements between the shadows. No less than two minutes after the level begins, you're also faced with a section where you must use your thermal vision to navigate around ''incredibly fine'' tripwires hidden by the grass that are hooked up to instant-kill landmines, while simultaneously avoiding more guards. Then the entire second section of the level has you following the BigBad all over a mazelike compound, and like Jerusalem, you're not allowed to be seen by ''anyone''. The level ''seems'' to get easier once you head into an underground bunker, but once you get back outside it ratchets back up again as you are faced with ''more'' wide-open areas, now with lasers all over the place. On top of all that, the level [[MarathonLevel goes on for an eternity]], with [[CheckpointStarvation checkpoints few and far between]], so any mistake is liable to make you re-do up to five or ten minutes of gameplay.
** The third part of the penultimate level of ''Chaos Theory'' Theory'', the Bathhouse, is particularly difficult, even when compared to the rest of that level. The entire level has a confusing layout with well-lit room rooms connected by narrow hallways. As hallways, but as soon as [[spoiler: [[BigBad Shetland]] and the ISDF]] betray each other, the level gets much harder. harder, as he's accompanied by EliteMooks with thermal vision goggles that renders stealth pretty much useless around them. At first, they're occupied enough to bypass them, but you eventually come across a room full of them and you cannot avoid them. While sneak around them - and while you could just [[CuttingTheKnot run past them altogether]], instead, there's a wall mine that'll kill you if you rush through the hall you have to go through.through - but you can't slow down either, or else the mooks will shoot you in the back. After this exchange, there's a TimedMission with bombs you have to defuse. They're difficult to find, and after you've finished that, there's more EliteMooks to fight.fight.
**The level immediately preceding the above, Seoul, is no slouch either. The entire level takes place in a warzone, meaning that all the enemies are automatically on high alert and will start shooting if they so much as see your shadow. The first part of the level is actually fairly easy, but then it pulls a BaitAndSwitch and unexpectedly segues into a whole second part. Here you are introduced to [=UAVs=], floating death machines with chainguns which are likely to blindside a first-time player, though mercifully they're not that hard to avoid - destroying them outright requires precision aiming, but they fly in easily-predictable fixed patterns and can be temporarily disabled with your OCP attachment. The level gets ''really'' hard once you run into soldiers shooting each other across a street, with the enemy side boasting an APC with a machine gun that can snipe you from a mile away, and sneaking along the ledges to the other end of the street without being noticed by it seems to be a LuckBasedMission. Furthermore, the only way to permanently disable it is to chuck a frag grenade down the gunner's hatch, which torpedoes any hope of a 100% stealth rating as it kills the thing's occupants, though fortunately you don't ''have'' to disable them - yes, ''them''. There's ''another'' one right at the very end.



** ''Blacklist'' has Swiss Embassy, Charlie's second mission. Unlike the other Charlie missions which are at least decently large, open and have some good hiding spots, Swiss Embassy is small, linear, and has very few hiding spots, so enemies will quickly detect you. Enemies also tend to come in larger groups earlier in this mission than other Charlie missions, and the later waves are a absolute nightmare to get through, with [[DemonicSpiders Dogs and Heavy Infantry]] everywhere in small, well-lit and enclosed spaces, which even includes Heavy Infantry HVTs with riot shields. Even worse, the enemies tend to spawn on opposite sides of the map from each other in this mission, so if you want to get a mastery in the first five waves through comboing (Possible in each of Charlie's missions) before all the painful stuff comes in, you better have some good reflexes and luck.

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** The same game also has its own penultimate level, Kinshasa. The first section of the level at the hotel is doable if challenging, but once that's done you leave the hotel and enter the warzones outside. The rest of the mission plays out like a rehash of Seoul mentioned above, except it takes place in broad daylight and nearly ''every part of the level'' is mired in heavy fighting, forcing you to rush from cover to cover - and specifically-placed cover at that - lest you get slapped in the face by an enemy that just ran in from out of nowhere. You can skip a fair amount by hitching a ride on an army truck, [[GuideDangIt but the game gives no indication you can actually do that]]. Then you wind up in a government camp where going completely unnoticed is pretty much impossible. Finally, if you choose to [[spoiler: save Hisham rather than shoot him]], you have to slog through another section of the level that you would have skipped otherwise - and [[spoiler: saving Hisham]] is mandatory if you want the GoldenEnding but are running low on NSA trust [[spoiler: or you blew up the cruise ship in the last mission.]]
** ''Blacklist'' has Swiss Embassy, Charlie's second mission. Unlike the other Charlie missions which are at least decently large, open and have some good hiding spots, Swiss Embassy is small, linear, and has very few hiding spots, so enemies will quickly detect you. Enemies also tend to come in larger groups earlier in this mission than other Charlie missions, and the later waves are a absolute nightmare to get through, with [[DemonicSpiders Dogs and Heavy Infantry]] everywhere in small, well-lit and enclosed spaces, which even includes Heavy Infantry HVTs [=HVTs=] with riot shields. Even worse, the enemies tend to spawn on opposite sides of the map from each other in this mission, so if you want to get a mastery in the first five waves through comboing (Possible in each of Charlie's missions) before all the painful stuff comes in, you better have some good reflexes and luck.
28th Sep '17 4:04:13 PM YourMomma
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** The fifth trial in ''VisualNovel/NewDanganRonpaV3'' can easily qualify as the most frustrating trial in the game since [[spoiler:the murder victim is unrecognizable, the culprit of the case is stuck in an Exisal and continously alternates between themselves and the victim, and you have to change your opinion on who you think the victim is. Looks like Kokichi got his wish: he orchestrated a nearly-impossible murder case that stumped even ''Monokuma''.]]
2nd Sep '17 12:43:56 AM Kadorhal
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*** Made even worse in the Twin Snakes Gamecube remake of the game. Try making a "no kill" run while being chased up the stairs by an endless swarm of mooks. At least it averts CutsceneIncompetence by forcing you to go through an unavoidable laser detector instead of using chaff-proof cameras.
** In ''VideoGame/MetalGearSolid2'', the part when Raiden gets his clothes taken away and has to sneak through Arsenal Gear while avoiding Arsenal Tengu (who are ten times more alert and dangerous than the Gurlukovich mercs) is ThatOneLevel.
** ''VideoGame/MetalGearSolid4'' has an Eastern European level that focuses on the player tailing a resistance member. Instead of a normal sneaking mission, it plays like an EscortMission where the escortee will run away and spend a good while hiding if he sees the player but will gladly approach any [=PMCs=] just to make sure the player stays busy. The resistance member tends to take a strange route in any case, and will resort to backtracking or running in circles if disturbed by anything. The entire process is going to take a while.
*** Averted if you use one of the B&B Corps' or Raiden's masks with the civilian outfit. The resistance members won't regard Snake as hostile, which makes the mission loads easier since you only have the [=PMCs=] to worry about.
*** While the aforementioned escort segment is frustrating, on The Boss Extreme it pales in comparison to the bike chase that follows it--especially when going for a no-kill Big Boss Emblem run. It requires an absurd combination of precision, memorization, timing, and luck.

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*** Made even worse in the Twin Snakes Gamecube remake of the game.remake, ''The Twin Snakes''. Try making a "no kill" run while being chased up the stairs by an endless swarm of mooks. At least it averts CutsceneIncompetence by forcing you to go through an unavoidable laser detector instead of using chaff-proof cameras.
** In ''VideoGame/MetalGearSolid2'', ''VideoGame/MetalGearSolid2SonsOfLiberty'', the worst part of the game is when Raiden gets his clothes taken away and has to sneak through Arsenal Gear while avoiding Arsenal Tengu (who are ten times more alert and dangerous than the Gurlukovich mercs) is ThatOneLevel.
mercs).
** ''VideoGame/MetalGearSolid4'' ''VideoGame/MetalGearSolid4GunsOfThePatriots'' has Act 3, an Eastern European level that focuses on the player tailing a resistance member. Instead of a normal sneaking mission, it plays like an EscortMission where the escortee will run away and spend a good while hiding if he sees the player but will gladly approach any [=PMCs=] just to make sure the player stays busy. The resistance member tends to take a strange route in any case, and will resort to backtracking or running in circles if disturbed by anything. The entire process is going to take a while.
*** Averted if you use one any of the B&B Corps' or Raiden's masks other than Young Snake with the civilian outfit. The resistance members won't regard Snake as hostile, which makes the mission loads easier since and if you only have let any of the [=PMCs=] to worry about.
pat you down without weapons equipped, they'll ignore you as well, which makes that part of the level loads easier.
*** While the aforementioned escort segment is frustrating, on The Boss Extreme it pales in comparison to the bike chase that follows it--especially it -- especially when going for a no-kill Big Boss Emblem run. It requires an absurd combination of precision, memorization, timing, and luck.



** ''SplinterCellPandoraTomorrow'' has Jerusalem. For most of the level, you aren't allowed to be seen or kill anybody AT ALL. If a civilian or police officer so much as catches a glimpse of you, it's a instant game over, and the level is also full of light sources which make getting through it a nightmare. Even once you get to the part where you are allowed to be seen and kill enemies, three of them are waiting right outside the elevator for you as soon it opens and will quickly ventilate you if you don't knock out or kill them immediately. Even once you get past that, depending on if [[spoiler: you kill Dahlia or not]], you have to deal with either snipers who can kill you in 2 or 3 hits and alert very quickly, or more police officers you aren't allowed to kill or be seen by.
** The third part of the penultimate level of ''SplinterCellChaosTheory'' is particularly difficult, even when compared to the rest of that level. The entire level has a confusing layout with well-lit room connected by narrow hallways. As soon as [[spoiler: [[BigBad Shetland]] and the ISDF]] betray each other, the level gets much harder. At first, they're occupied enough to bypass them, but you eventually come across a room full of them and you cannot avoid them. While you could just [[CuttingTheKnot run past them altogether]], there's a wall mine that'll kill you if you rush through the hall you have to go through. After this exchange, there's a TimedMission with bombs you have to defuse. They're difficult to find, and after you've finished that, there's more EliteMooks to fight.
** The PC/360/[=PS3=] version of ''SplinterCellDoubleAgent'' has the Sea of Okhotsk, especially when going for 100% stealth. Even though you are in a blizzard and can barely see anything five feet in front of you, due to the the enemy AI not factoring in the blizzard, it acts as if you are running around in broad daylight and so the enemies can see you at ranges you can barely even see them at, if you can see them at all. One objective requires you to hack and activate a brightly lit detonator in the middle of a camp to open the way up to the next portion of the level, and another forces you to knock out or kill a certain amount of enemies once you get aboard the ship. Also, once you get to the Captain and have to knock him out or kill him, he wanders around with a flare on a metal catwalk above a ton of oil and tends to turn suddenly, and you have to grab him from behind without making him even so much as suspicious. If he catches even a glimpse of you or you eliminate him without grabbing him from behind, he will throw the flare into the oil and kill you instantly in a huge explosion.
** ''VideoGame/SplinterCellBlacklist'' has Swiss Embassy, Charlie's second mission. Unlike the other Charlie missions which are at least decently large, open and have some good hiding spots, Swiss Embassy is small, linear, and has very few hiding spots, so enemies will quickly detect you. Enemies also tend to come in larger groups earlier in this mission than other Charlie missions, and the later waves are a absolute nightmare to get through, with [[DemonicSpiders Dogs and Heavy Infantry]] everywhere in small, well-lit and enclosed spaces, which even includes Heavy Infantry HVTs with riot shields. Even worse, the enemies tend to spawn on opposite sides of the map from each other in this mission, so if you want to get a mastery in the first five waves through comboing (Possible in each of Charlie's missions) before all the painful stuff comes in, you better have some good reflexes and luck.

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** ''SplinterCellPandoraTomorrow'' ''Splinter Cell: Pandora Tomorrow'' has Jerusalem. For most of the level, you aren't allowed to be seen or kill anybody AT ALL. If a civilian or police officer so much as catches a glimpse of you, it's a instant game over, and the level is also full of light sources which make getting through it a nightmare. Even once you get to the part where you are allowed to be seen and kill enemies, three of them are waiting right outside the elevator for you as soon it opens and will quickly ventilate you if you don't knock out or kill them immediately. Even once you get past that, depending on if [[spoiler: you kill Dahlia or not]], you have to deal with either snipers who can kill you in 2 or 3 hits and alert very quickly, or more police officers you aren't allowed to kill or be seen by.
** The third part of the penultimate level of ''SplinterCellChaosTheory'' ''Chaos Theory'' is particularly difficult, even when compared to the rest of that level. The entire level has a confusing layout with well-lit room connected by narrow hallways. As soon as [[spoiler: [[BigBad Shetland]] and the ISDF]] betray each other, the level gets much harder. At first, they're occupied enough to bypass them, but you eventually come across a room full of them and you cannot avoid them. While you could just [[CuttingTheKnot run past them altogether]], there's a wall mine that'll kill you if you rush through the hall you have to go through. After this exchange, there's a TimedMission with bombs you have to defuse. They're difficult to find, and after you've finished that, there's more EliteMooks to fight.
** The PC/360/[=PS3=] version of ''SplinterCellDoubleAgent'' ''Double Agent'' has the Sea of Okhotsk, especially when going for 100% stealth. Even though you are in a blizzard and can barely see anything five feet in front of you, due to the the enemy AI not factoring in the blizzard, it acts as if you are running around in broad daylight and so the enemies can see you at ranges you can barely even see them at, if you can see them at all. One objective requires you to hack and activate a brightly lit detonator in the middle of a camp to open the way up to the next portion of the level, and another forces you to knock out or kill a certain amount of enemies once you get aboard the ship. Also, once you get to the Captain and have to knock him out or kill him, he wanders around with a flare on a metal catwalk above a ton of oil and tends to turn suddenly, and you have to grab him from behind without making him even so much as suspicious. If he catches even a glimpse of you or you eliminate him without grabbing him from behind, he will throw the flare into the oil and kill you instantly in a huge explosion.
** ''VideoGame/SplinterCellBlacklist'' ''Blacklist'' has Swiss Embassy, Charlie's second mission. Unlike the other Charlie missions which are at least decently large, open and have some good hiding spots, Swiss Embassy is small, linear, and has very few hiding spots, so enemies will quickly detect you. Enemies also tend to come in larger groups earlier in this mission than other Charlie missions, and the later waves are a absolute nightmare to get through, with [[DemonicSpiders Dogs and Heavy Infantry]] everywhere in small, well-lit and enclosed spaces, which even includes Heavy Infantry HVTs with riot shields. Even worse, the enemies tend to spawn on opposite sides of the map from each other in this mission, so if you want to get a mastery in the first five waves through comboing (Possible in each of Charlie's missions) before all the painful stuff comes in, you better have some good reflexes and luck.



** There's also the first fight against Jack Krauser, which is one big QuickTimeEvent that results in [[SuddenDeath instant death]] should you press the wrong button at the wrong second. Although you frequently deal with these throughout the game, this fight strings so many of them together that the result is an arduous UnexpectedGameplayChange. The fact that the buttons are randomly generated each time doesn't help much. However, this is probably a case of ThatOneBoss since the spiked difficulty doesn't carry over to the level itself.

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** There's also the first fight against Jack Krauser, which is one big QuickTimeEvent that results in [[SuddenDeath instant death]] death should you press the wrong button at the wrong second. Although you frequently deal with these throughout the game, this fight strings so many of them together that the result is an arduous UnexpectedGameplayChange. The fact that the buttons are randomly generated each time doesn't help much. However, this is probably a case of ThatOneBoss since the spiked difficulty doesn't carry over to the level itself.
20th Aug '17 2:04:41 AM Kazmahu
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!! Non-Videogame Examples

[[AC:TabletopGame]]
* TabletopGame/SentinelsOfTheMultiverse has the Rook City environment deck. While most environments are fairly neutral, Rook City is overtly player-hostile, with almost all of its cards hampering the heroes in one way or another. While there are two friendly cards that directly help the heroes, the villains or the rest of the deck are almost certain to destroy them before they can be of much use. And just to add some SchmuckBait to the mix, it comes in the same expansion as [[ThatOneBoss The Chairman]], and the theme tempts you to play the two together - something that is widely considered one of the hardest setups in the game.
3rd Aug '17 2:52:21 PM WaterBlap
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** ''SplinterCellChaosTheory'' has its penultimate level, the Bathhouse; more specifically, the final third of said level. The level is pretty difficult to begin with, since the entire complex is a rather confusing series of large, well-lit rooms connected by narrow hallways; lights can be difficult to identify, and getting to the valves to release the steam that you need to hide without getting noticed is easier said than done. But things veer into almost-NintendoHard territory as soon as [[spoiler: [[BigBad Shetland]] and the ISDF]] betray each other and all hell breaks loose. [[spoiler: Shetland]] is accompanied by a squad of [[GasMaskMooks Gas-mask-clad]] EliteMooks with Thermal Vision goggles; the first and, until ''Conviction'', the only enemies in the series that could [[KungFuProofMook see you clear as day at all times, even in pitch black]]. At first, they're occupied enough to simply bypass them, but then you come across a room where about a half-dozen of them are taking cover, and you HAVE to get to the other side of said room to proceed. Don't even bother trying to sneak past them like you've been doing with every other enemy in the game; as soon as you step into that room, [[ForegoneConclusion they WILL riddle you with bullets and you WILL die]]. If you're fast enough, you can actually get to the room before they take cover; small help considering that they'll be on alert the instant you try anything on them. It is possible to just [[CuttingTheKnot run past them altogether]], but guess what? The hall you have to go through [[TheDevTeamThinksOfEverything has a wall mine at the end of it]]! So you can either [[MortonsFork slow down and get shot in the back by the Mercs, or keep running and get blown to pieces]]. Heavens help you if you don't have any [[SmokeOut smoke grenades]]. If you DO have smoke grenades, however, it is possible to use them to sneak past the Mercs as they can't see through the smoke despite the goggles, but they have to be thrown the exact right positions otherwise they will see you anyways as soon as you try to go through the room.
*** If you manage to get past that, you are then faced with a TimedMission where you have to defuse some bombs. The bombs aren't exactly easy to find; the first two are hidden in obscure nooks underneath the catwalks, and every time you defuse one, [[spoiler: Shetland]] just stands out in the open and gives you a HannibalLecture; it's frustrating enough that you wish you could just [[WhyDontYaJustShootHim turn around and shoot him in the face]], [[SequenceBreaking but no]]. And then after you defuse a bomb, more [[DemonicSpiders Thermal Goggle Mooks]] come in to hunt you down, though mercifully there's a lot less of them and there's much more cover, and you should hopefully be able to [[HoistByHisOwnPetard repurpose the wall mines they've been planting]] or sticky-shock them in the back.

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** The third part of the penultimate level of ''SplinterCellChaosTheory'' has its penultimate level, is particularly difficult, even when compared to the Bathhouse; more specifically, the final third rest of said level. that level. The level is pretty difficult to begin with, since the entire complex is level has a rather confusing series of large, layout with well-lit rooms room connected by narrow hallways; lights can be difficult to identify, and getting to the valves to release the steam that you need to hide without getting noticed is easier said than done. But things veer into almost-NintendoHard territory as hallways. As soon as [[spoiler: [[BigBad Shetland]] and the ISDF]] betray each other and all hell breaks loose. [[spoiler: Shetland]] is accompanied by a squad of [[GasMaskMooks Gas-mask-clad]] EliteMooks with Thermal Vision goggles; other, the first and, until ''Conviction'', the only enemies in the series that could [[KungFuProofMook see you clear as day at all times, even in pitch black]]. level gets much harder. At first, they're occupied enough to simply bypass them, but then you eventually come across a room where about a half-dozen full of them are taking cover, and you HAVE to get to the other side of said room to proceed. Don't even bother trying to sneak past them like you've been doing with every other enemy in the game; as soon as cannot avoid them. While you step into that room, [[ForegoneConclusion they WILL riddle you with bullets and you WILL die]]. If you're fast enough, you can actually get to the room before they take cover; small help considering that they'll be on alert the instant you try anything on them. It is possible to could just [[CuttingTheKnot run past them altogether]], but guess what? The there's a wall mine that'll kill you if you rush through the hall you have to go through [[TheDevTeamThinksOfEverything has a wall mine at the end of it]]! So you can either [[MortonsFork slow down and get shot in the back by the Mercs, or keep running and get blown to pieces]]. Heavens help you if you don't have any [[SmokeOut smoke grenades]]. If you DO have smoke grenades, however, it is possible to use them to sneak past the Mercs as they can't see through the smoke despite the goggles, but they have to be thrown the exact right positions otherwise they will see you anyways as soon as you try to go through the room.
*** If you manage to get past that, you are then faced with
through. After this exchange, there's a TimedMission where with bombs you have to defuse some bombs. The bombs aren't exactly easy defuse. They're difficult to find; the first two are hidden in obscure nooks underneath the catwalks, find, and every time you defuse one, [[spoiler: Shetland]] just stands out in the open and gives you a HannibalLecture; it's frustrating enough that you wish you could just [[WhyDontYaJustShootHim turn around and shoot him in the face]], [[SequenceBreaking but no]]. And then after you defuse a bomb, more [[DemonicSpiders Thermal Goggle Mooks]] come in to hunt you down, though mercifully you've finished that, there's a lot less of them and there's much more cover, and you should hopefully be able EliteMooks to [[HoistByHisOwnPetard repurpose the wall mines they've been planting]] or sticky-shock them in the back.fight.
23rd Jun '17 2:34:02 PM BlackBaroness
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There are times in video games where, instead of a [[ThatOneBoss boss]] becoming infamous for being frustrating and/or difficult, a level does. It could be that it is infested with GoddamnedBats or DemonicSpiders, is [[MarathonLevel really long]] and [[CheckPointStarvation has few or no check points]], is home to ThatOneBoss, is home to ThatOnePuzzle (or at least one with a GuideDangIt), has you trying to outrun an AdvancingWallOfDoom or [[AutoScrollingLevel otherwise sticks you with auto scrolling]], [[EscortMission tasks you with keeping a NPC without]] [[ArtificialStupidity any basic survival instincts]] [[EscortMission alive]], has a ScrappyMechanic in play (often from a level-specific UnexpectedGameplayChange, such as a StealthBasedMission or ActionBasedMission), or is TheMaze level. If you experience frustration and anger at a level that may have one or more of these symptoms, congratulations: you're playing That One Level.

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There are times in video games where, instead of a [[ThatOneBoss boss]] becoming infamous for being frustrating and/or difficult, a level does. It could be that it is infested with GoddamnedBats or DemonicSpiders, is [[MarathonLevel really long]] and long]], [[DroughtLevelOfDoom lacks items]] [[CheckPointStarvation has few or no check points]], is home to ThatOneBoss, is home to ThatOnePuzzle (or at least one with a GuideDangIt), has you trying to outrun an AdvancingWallOfDoom or [[AutoScrollingLevel otherwise sticks you with auto scrolling]], [[EscortMission tasks you with keeping a NPC without]] [[ArtificialStupidity any basic survival instincts]] [[EscortMission alive]], has a ScrappyMechanic in play (often from a level-specific UnexpectedGameplayChange, such as a StealthBasedMission or ActionBasedMission), or is TheMaze level. If you experience frustration and anger at a level that may have one or more of these symptoms, congratulations: you're playing That One Level.
11th Apr '17 6:52:26 PM nombretomado
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* ''[[SilentHill4 Silent Hill 4: The Room]]'' famously leaves players stuck in the "Water Prison" level because of ThatOnePuzzle, which is [[LightAndMirrorsPuzzle light-based]] and requires [[MoonLogicPuzzle the use of improbable logic to solve it]]. Throw in an EscortMission, a PuzzleBoss and [[ImplacableMan the invincible ghost of an undead vicious serial killer]] during a revisit and it nicely sums up the appeal of the "Water Prison". The fact that half of it seems to be buried underwater grants it an UnderTheSea difficulty setting.

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* ''[[SilentHill4 ''[[VideoGame/SilentHill4 Silent Hill 4: The Room]]'' famously leaves players stuck in the "Water Prison" level because of ThatOnePuzzle, which is [[LightAndMirrorsPuzzle light-based]] and requires [[MoonLogicPuzzle the use of improbable logic to solve it]]. Throw in an EscortMission, a PuzzleBoss and [[ImplacableMan the invincible ghost of an undead vicious serial killer]] during a revisit and it nicely sums up the appeal of the "Water Prison". The fact that half of it seems to be buried underwater grants it an UnderTheSea difficulty setting.
28th Feb '17 11:41:35 AM HunterSeeker
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** ThatOneLevel/SuperRobotWars
3rd Feb '17 3:37:07 PM ZombieAladdin
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See also: ThatOneBoss and ThatOneSidequest. Compare RidiculouslyDifficultRoute. Contrast BreatherLevel.

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See also: ThatOneBoss and ThatOneSidequest. Compare RidiculouslyDifficultRoute. Often contains the LastLousyPoint. Contrast BreatherLevel.
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