History ThatOneLevel / RPG

3rd May '16 5:03:15 AM C105
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** ''Series/{{Fallout}}''

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** * ''Series/{{Fallout}}''
2nd May '16 7:26:34 PM EricNeoMatrix
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* ''VideoGame/DarkSoulsIII'' has Farron Keep. Imagine the poison water and slowdown of the Valley of Defilement/Blighttown filled with even more DemonicSpiders, including large monsters that spam dark magic at you and the [[TookALevelInBadass newly-buffed]] Darkwraiths. It typically isnt too bad if you follow the large torches and stick to the path, but Gwyn help you if you want to explore and get the numerous powerful items scattered around the toxic lake.

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* ''VideoGame/DarkSoulsIII'' has Farron Keep. Imagine the poison water and slowdown of the Valley of Defilement/Blighttown filled with even more DemonicSpiders, including large monsters that spam dark magic at you and the [[TookALevelInBadass newly-buffed]] Darkwraiths. It typically isnt isn't too bad if you follow the large torches and stick to the path, but Gwyn help you if you want to explore and get the numerous powerful items scattered around the toxic lake.


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** The Catacombs of Carthus, which can best be described as the bastardized, unholy offspring of The Catacombs and Sen's Fortress from the first game. Lousy with traps, filled with tight corridors that will absolutely ruin any horizontal attacks and make dodging/camera work extremely difficult, and also home of the Skeleton Swordsmen, absolutely nightmarish Lightning Bruisers capable of teleport rolling. Oh and one more thing, just to add a cherry on top of the evil cake: the [[DemonicSpiders Skeleton Wheels]] are back!
** Archdragon Peak's snakemen alone send it into That One Level territory. They're extremely fast, can stunlock anyone regardless of build or shield, have huge range with their long necks, and can breathe homing fireballs with tremendous range (the larger variation with the chain axe can hit you with the axe for huge damage outside of your character's lock-on range, for added fun). Just to make matters worse, there's a dragon that blocks the main path you have to kill, rock lizards that breathe fire and can roll you right off a cliff, and summoners that can summon Havel Clones. Going after the Dragon Stones means having to fight at least 30 of the snakemen, small and huge, while hoping you don't draw more of them down on you or fall off the narrow path. And if you manage to struggle through all of that, you get to fight the area's boss, who may be the hardest boss in the game. Have fun!
27th Apr '16 4:02:15 PM superkeijikun
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* The very first level of ''VideoGame/{{Fallout 2}}''. You build your character, expecting to use guns, to be handed a spear and told to go kill dozens of giant ants. To boot, the only medicine hurts your Perception (and ability to hit), you have to blow up a door and when you think it can't get any worse, the boss of the level must be fought hand to hand. Betcha can't guess what the bosses specialty is, can ya? Did I mention that traps are all over the level?

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* ** ''Series/{{Fallout}}''
**
The very first level of ''VideoGame/{{Fallout 2}}''. You build your character, expecting to use guns, to be handed a spear and told to go kill dozens of giant ants. To boot, the only medicine hurts your Perception (and ability to hit), you have to blow up a door and when you think it can't get any worse, the boss of the level must be fought hand to hand. Betcha can't guess what the bosses specialty is, can ya? Did I mention that traps are all over the level?


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** ''VideoGame/{{Fallout 4}}'' has the secret Vault in the quest "Hole in the Wall", which is stuffed to the gills with mole rats. This, in and of itself, wouldn't be an issue except for the fact that these mole rats are infected with a virus that, in the event that you contract it, results in a penalty of 10 maximum HP. The only way to remove this is with a cure that you find near the end of the vault, which is the only one available in the game. If you give the cure to a sick child, you'll end up stuck with the mole rat disease forever. Be prepared to do some hardcore SaveScumming if you wanna make it through without getting sick.
13th Apr '16 8:32:22 AM EricNeoMatrix
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** The Irithyll Dungeon is a very confusing maze-like area packed with swarms of enemies, with narrow hallways that make it quite difficult to dodge. It's also filled with groups of [[DemonicSpiders Jailers]], strong sorcerers who curse you if you get into their line of sight and massively reduce your total health.
13th Apr '16 8:26:31 AM EricNeoMatrix
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** While the difficiculty can be mitigated by ranged classes, Sen's Fortress is one of the msot frustrating parts of the game. The Snake Men are DemonicSpiders who will outranged most melee characters and drain your stamina through blocking like crazy and can jump halfway across a room to reach you; some of them shoot lightning at you from ledges you can't reach while you fight the melee ones and the narrow ledges and corridors mean you rarely get to circle around behind them and have to fight the snake men head on. Not to mention all the swinging pendulums you have to dodge while fighting, a few hard to spot arrow traps, and the first appearance of a mimic chest which if you don't know how to spot 'will' kill you without warning. Oh and if you fall of a ledge you're dropped into a swamp which is swarming with titanite demons, thankfully the titanite demons don't respawn.

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** While the difficiculty can be mitigated by ranged classes, Sen's Fortress is one of the msot most frustrating parts of the game. game and a massive wake-up call to players who get too comfortable. The Snake Men are DemonicSpiders who will outranged outrange most melee characters and characters, drain your stamina through blocking like crazy and can jump halfway across a room to reach you; some you. Some of them shoot lightning at you from ledges you can't reach while you fight the melee ones ones, and the very narrow ledges and corridors mean you rarely get to circle around behind them and have to fight the snake men them head on. Not to mention all the swinging pendulums you have to dodge while fighting, a few hard to spot arrow traps, and the first appearance of a mimic chest which if you don't know how to spot 'will' ''will'' instantly kill you without warning. Oh and if you fall of a ledge you're dropped into a swamp which is tar-filled pit swarming with titanite demons, thankfully the titanite demons Titanite Demons, although they don't respawn.respawn if you manage to kill them.


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* ''VideoGame/DarkSoulsIII'' has Farron Keep. Imagine the poison water and slowdown of the Valley of Defilement/Blighttown filled with even more DemonicSpiders, including large monsters that spam dark magic at you and the [[TookALevelInBadass newly-buffed]] Darkwraiths. It typically isnt too bad if you follow the large torches and stick to the path, but Gwyn help you if you want to explore and get the numerous powerful items scattered around the toxic lake.
29th Mar '16 12:07:38 PM Smash641
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* Mt. Itoi in ''VideoGame/{{EarthBound Beginnings}}'' personifies this trope. How bad is Mt. Itoi? You could conceivably rename DisappointingLastLevel to Mt. Itoi Wannabe, and it'd probably personify the trope better. It's not only ''long'', but it swarms with DemonicSpiders that give minimal experience when defeated ''and'' the random encounter rate is beyond sadistic. In fact, when asked about the difficulty of Mt. Itoi, the game's creator said that he just wanted to finish making the game and didn't bother to balance it. '''And it shows.'''
**Duncan's Factory is another example. You go here after getting Lloyd in your party to fire a bottle rocket at a rock blocking your path. Unfortunately, the place is a maze full of enemies who are quite a bit stronger than anything you've faced so far. The worst part is that Lloyd is only level 1, and in order to progress you NEED to keep Lloyd alive when you reach the end of the dungeon.



* Mt. Itoi in ''VideoGame/{{EarthBound Beginnings}}'' personifies this trope. How bad is Mt. Itoi? You could conceivably rename DisappointingLastLevel to Mt. Itoi Wannabe, and it'd probably personify the trope better. It's not only ''long'', but it swarms with DemonicSpiders that give minimal experience when defeated ''and'' the random encounter rate is beyond sadistic. In fact, when asked about the difficulty of Mt. Itoi, the game's creator said that he just wanted to finish making the game and didn't bother to balance it. '''And it shows.'''
10th Mar '16 10:35:34 AM Grudgeal
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** Châteu Irenicus in the sequel. It's not a really difficult dungeon, nor is it really that badly designed. But if you like making new characters and replaying the game, ''ye gods'' will you grow tired of it.

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** Châteu Château Irenicus in the sequel. It's not a really difficult dungeon, nor is it really that badly designed. But if you like making new characters and replaying the game, ''ye gods'' will you grow tired of it.
17th Feb '16 12:54:57 PM CountDorku
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* ''VideoGame/NeverwinterNights'':
** The snow globe. Not only is it quite possible to [[GameBreakingBug glitch so that if you killed any of the dryads/dwarves they remain attacking you even after you turn the snow globe to make them friendly]], but it culminates in a fight against a full-scale white dragon, a procedure that is very likely to end in you being horribly slaughtered multiple times.
** The beholder caves in "Hordes of the Underdark", especially for a full caster. In the first layer, you risk having your spells and buffs stripped away by enemies who, while fragile, are capable of inflicting a staggering amount of damage very quickly. In the second, you are ''guaranteed'' to have your spells and buffs stripped away by the environment, plus all your magic items, meaning that while you'll be facing relatively weak ettercaps and low-level spiders, they're able to cause meaningful amounts of harm to you - especially since they spam web attacks that lock you in place, and many of them have Strength-reducing poison. They do not, however, provide very much XP at all, because the calculations for that are based on your level, not how difficult the fight is.



** Then there's the snow globe in the original ''VideoGame/NeverwinterNights''. Not only is it quite possible to [[GameBreakingBug glitch so that if you killed any of the dryads/dwarves they remain attacking you even after you turn the snow globe to make them friendly]], but it culminates in a fight against a full-scale white dragon, a procedure that is very likely to end in you being horribly slaughtered multiple times.
11th Feb '16 7:11:02 PM DarkHunter
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** Another infamous section of the game is the Anor Londo Archers. Despite Anor Londo actually having a couple dozen or so archers, everybody who's played the game knows which two I'm talking about. They're perched on a ledge on the other end of an enormous bridge, armed with [[NamesToRunAwayFromReallyFast Dragonslayer Bows]] that deal huge {{Knockback}}. Even if you get across the bridge, which has guardrails, you have to fight them on the ledge, which does not. They're even on opposite sides of the bridge, meaning you have to put your back to one to fight the other. It's so hard that the easiest way to handle it involves messing with the AI of the Silver Knights to make one of them walk off a ledge.

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** Another infamous section of the game is the Anor Londo Archers. Despite Yes, even though they're a semi-common enemy in Anor Londo actually having a couple dozen or so archers, everybody Londo, '''those two''' deserve the capital letters, and everyone who's played the game knows ''exactly'' which two I'm talking about.are being spoken of. They're perched on a ledge on the other end of an enormous bridge, armed with [[NamesToRunAwayFromReallyFast Dragonslayer Bows]] that deal huge {{Knockback}}. Even if you get across the bridge, which has guardrails, you have to fight them on the ledge, which does not. They're even on opposite sides of the bridge, meaning you have to put your back to one to fight the other. It's so hard that the easiest way to handle it involves messing with the AI of the Silver Knights to make one of them walk off a ledge.
7th Feb '16 5:03:35 AM catmuto
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'''Note:''' The ''Franchise/FinalFantasy'' and ''Franchise/{{Pokemon}}'' franchises are both jam-packed full of these, so they each have their own page [[ThatOneLevel/FinalFantasy here]] and [[ThatOneLevel/{{Pokemon}} here]].

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'''Note:''' The ''Franchise/FinalFantasy'' ''Franchise/FinalFantasy'', ''Franchise/TalesSeries'' and ''Franchise/{{Pokemon}}'' franchises are both jam-packed full of these, so they each have their own page [[ThatOneLevel/FinalFantasy here]], [[ThatOneLevel/TalesSeries here]] and [[ThatOneLevel/{{Pokemon}} here]].



[[folder:Tales Series (Namco)]]
* The Morlia Gallery in ''VideoGame/TalesOfPhantasia'' from the floor B11 and down is undoubtedly the hardest of all game. Reasons you might ask, there are some. You can't use Light Bottles which decrease the encounter rate, which happens after every damn 10~15 steps. Some puzzles are very annoying to deal with, mazes in dark rooms with faint blinks and then there's the poison fog which will slowly drain your HP getting you off guard and making it low enough for enemies kill ALL your party member with a single skill. What's ''[[SarcasmMode better?]]'' You still have more ten levels and it's all downward from there, bonus with the music getting more and more twisted and creepier every floor you manage to go down.
** Try to fight the enemy called ''Urchin''. '''YOU. WILL. REGRET. IT.'''
*** Speaking of enemies, there are combos like Manticor and Beast Man which will cast two spells, giving you almost no time to interrupt them, that will most likely kill your entire party even with capped HP or tear a good chunk of it. Get near it and Manticor will pummel you to death and Beast Man will Hell Gem until you're grounded, also not letting Mint Heal you.
*** The Beastman/Tuskboar combo is worse. You CANNOT run away, period, because the meter countdown resets every time you get hit, and the Tuskboars will be hitting you constantly. What's even more fun is that Beast Man's "Summon Lich" spell can't be blocked, and will do massive damage to your characters, even if their defense is maxed out.
*** Wild Wolf damn it.
*** Mimm is almost as difficult as Beast Man. She casts powerful magic, but her worse attack is to throw up a shield that takes a huge chunk out of your character's HP if they touch it. And she flies around, so you can't just keep your characters away from her.
** The Temple of Fenrir from the same game. A rather simple ice-based dungeon that isn't slippy-slidey... but it's huge and is home to the [[DemonicSpider Ekim]], a monster that is rather simple to beat when there's one, but if there's 2, hope to run away before the first God Breath (Judgment in the GBA version), because beating 2 Ekim is impossible- the first will charge you, preventing you from interrupting the second's God Breath spell, which will hit you for about 2500 damage and leave you stunned long enough for the first one to have cast the spell- hitting you again, and chaining you until you die.
** And The Tower of Flames. Tower's a pretty standard LethalLavaLand in RPG terms, fire enemies, lava flowing around, but here's the catch... ConvectionSchmonvection, right? WRONG. DEAD. WRONG. If you dare set foot in a room that so much as has a crack in the floor where the lava flows underneath, any character who isn't equipped with an item that [[GuideDangIt is only mentioned through a really vague hint, and can only be obtained by transforming another item that]] RandomlyDrops [[GuideDangIt in the Tower of Flames off of the]] GoddamnBats of the area, takes massive damage very, very, quickly. Then deeper in the dungeon, should you decide to heal through the damage (it can be done, but your resources will be exhausted quickly) there's a room with lava... everywhere. Entering this room without the item can't be done (and if you make it that far to see the "The room ahead is far too hot to proceed" message, you're probably going to die from being out of Gels and TP), and if only some characters have it, the ones that don't are killed instantly.
* The Lantheon Gorge in ''VideoGame/TalesOfSymphonia'' is annoying because you have to set up all of the wind blowing plants, and if you mess up, you get sent way back. As well as that, [[GoddamnedBats every enemy in the place has ridiculously powerful poison effects]].
** Ymir Forest is another. The level itself is easy enough to navigate, but you can't get out of it until you bring a kid a fruit.[[SolveTheSoupCans To do this involves knocking it off a tree and then following it around the level and making sure none of the fish eat it.]] Never mind just reaching into the water and picking up the fruit, that would be logical.
** The [[DownTheDrain Meltokio Sewer]] is a complete pain (dear god the sliding block puzzles), coupled with bad background music.
** The Temple of Darkness is easy, except for the fact that the [=AI=] of the Shadow Blobs that you have to lead to the bottom is absurdly stupid, and the path to the seal is full of twists and turns.
** The Book of Forbidden Anamnesis is entirely luck-based. To be fair, it IS a BonusLevelOfHell.
*** Worse than that in ''Dawn of the New World'': Gladsheim. 8 by 8 Square with rooms that randomly interconnect, tons of (thankfully weak) enemies, and you pretty much have to fully explore each of the 10 Floors in order to proceed in the dungeon. Oh, and what you went in there for, Marta's Kismet, yeah, the BonusBoss at the end only has a 5% chance of dropping it.
** The Temple of Lightning. Only has the bolts of lightning coming down from the sky in the sequel (though both have plenty of electric hazards), but both games have those goddamn dark twisting chambers.
*** It's worth mentioning that [[GuideDangIt the lightning in the second game affects the]] KarmaMeter. Hit 14 times, and you DO NOT get the [[MultipleEndings best ending.]]
** That, and the backtracking, the visual dullness, backtracking, the random encounters that can easily kill you if you're not paying enough attention, and the [[OverusedRunningGag backtracking]] make the Temple of Lightning an egregious pain in the ass. Even the GameFAQS guide starts to make fun of all the backtracking you have to do in there.
* ''VideoGame/TalesOfVesperia'' has this as TheVeryDefinitelyFinalDungeon. A huge, sprawling dungeon with a confusing layout, full of DemonicSpiders? UGH.
** Not to mention Baction. It's tedious and ugly and maddeningly hard, complete with a ThatOneBoss at the end, because you don't have any truly viable healers.
* In ''VideoGame/TalesOfTheAbyss'', the world map has a lower frame rate than towns and dungeons, which means you move slower, and if you have to rotate the camera, it swings around extremely slowly, however, enemies don't seem to move around any slower. Also, after battles, the world map takes significantly longer to load up than dungeons do. So, let's put not one, but ''two'' dungeons technically as part of the world map, ''and'' stick extremely annoying factors for both!
** Inista Marsh - you move even slower than you usually would because, well, it's a marsh, the ground is unstable. When you're going through it, you have a chance of running into the Behemoth, a monster that can kill you very quickly and easily, and if you defeat it it will not drop anything, not even experience, and it will still be able to attack you again. And Tear's title that prevents encounters ''has no effect on it at all.''
*** But [[EncounterRepellant Holy Bottles]] DO. Down one and the Behemoth (and every other monster) will run away from you for as long as the effect lasts.
** Meggiora Highlands - You need to go here ''twice''. The first time, it's a ''timed mission.'' Technically you don't have to complete the mission on time, as the game will still progress in the same way if you don't, but [[GuiltBasedGaming a friendly and harmless NPC dies]]. The second time, it's impossibly huge, and if you want to make the boss at the end a bit easier and get all the dungeon's loot, you have to solve four very irritating block-style puzzles.
** There's also another sequence on the world map that's really annoying. It's an EscortMission, with the refugees you're escorting in your pocket. You have to travel from one town on the world map to the other, twice. Besides the game randomly stopping to let you know the party is resting or sleeping, you have to avoid every random encounter. Because if you get into a battle, even if you completely curbstomp the enemies, the game acts as if some of the refugees died in the battle. You'll want to keep the refugees alive, because getting to the other town without losing any refugees (read:no encounters) means a huge reward. What this means is you're constantly fighting the camera to see where you're going and avoid the enemies. And, as one last kick in the pants, Holy Bottles have no effect!
* ''VideoGame/TalesOfLegendia'' has the Forest of No Return and Mirage Palace. You'll be ''glad'' Moses allows you to skip the Forest of No Return and that Will can make you skip the puzzle in Mirage Palace. However...they're ''repeated''. The Forest of No Return must be forded through once more. Thankfully, Mirage Palace can actually be gone through by ''mistake''.
* There are a ''lot'' in ''VideoGame/TalesOfGraces:''
** Early on there's Wallbridge, which is a confusing maze of ladders and bridges - not to mention you're controlling the rather unorthodox team of Asbel, Sophie, Pascal and Richard, which nets you minimal healing and two very high-risk [[GlassCannon glass cannons]] backing up Asbel. Ugh.
** Both the Bathus Citadel and the Research Centre [[spoiler: on Fodra]] are super super annoying, the former for its massive size and obnoxious sliding block puzzle, and the latter for its even more obnoxious battery puzzle which forces you to backtrack through tight corridors full of enemies.
* ''VideoGame/TalesOfXillia''
** Fort Gandala on Jude's side is pretty irritating. Your party is Jude, Rowen, and Alvin. Jude's the only healer, and Rowen dies ''very'' quickly if you're not careful. Once you figure out where to get started the navigation is fairly simple, but if you don't get that you're supposed to be going through the locked rooms and air ducts, it's likely you'll be wandering around the four floors getting pummeled by Rashugal soldiers for a good long while.
** The same dungeon on Milla's side is almost as bad; Milla is far more limited as to where she can go, so it's nowhere near as huge, but Milla has no other characters backing her up (and she herself is the only playable character in the game with NOT ONE healing ability) and she's fighting the exact same groups that Jude's team is, with no decrease to difficulty OR numbers. Hope you remembered your healing items!
** Bermia Gorge is also grating the first time around. With the new climbing mechanics it's easy to get turned around, especially if you want to get all the chests and sparkly points (which necessitates leaping off a few cliffs). Not to mention the boss at the end flies, and ''won't. come. down.'' Grrrr.
** The S.S. Zenethra is quite possibly the biggest, longest dungeon in the game, with lots of branching paths and dead-ends. And the enemy forces will keep increasing the amount of soldiers and robots the longer you explore any particular area. Oh, and this is the first area where enemies use petrification attacks, which can hit two characters at once thanks to the Linked Combat system, and end the game if all four characters are hit with it.
** The [[VeryDefiniteFinalDungeon Dimensional Crossroads]]. Thankfully pretty short, but the design is all over the place, leaving you walking on uneven, floating blocks that make it difficult to avoid battles and you need to find your way by looking for the next path, which generally isn't visible until you're standing at the edge of the platform. And for no good reason, your party has been completely scattered after the first boss fought in this area, leaving you with the character whose route you picked at the beginning of the game as your sole party member. Though you do pick the other one up very fast.
* ''VideoGame/TalesOfXillia2''
** The Helioborge Research Facility. The buildings are dark and the areas look identical, so one really needs to make use of the mini-map, to find their way around. And after the outside passages, which are almost maze-like, the player needs to proceed through a building's various floors and all the hallways are narrow and look the same. The fact that this area also has a WakeUpCallBoss at the end of it, does not make this area any more likeable.
** Since the game reuses several of the areas from ''Xillia'', areas that were annoying to traverse through in the previous game remain that annoying. Particular mention goes to Bermia Gorge, which retains the necessary climbing and jumping-off aspects. And one of the sidequests in this game involves finding cats in majority of the areas, so have fun trying to find it in Bermia Gorge. Fortunately, while the area appears in the game, Fort Gandala is not necessary to go through.
** The S.S. Pelune, which is basically one huge CallBack to the S.S. Zenethra mentioned in the previous game's list. If you hated having to go through that bunch of narrow hallways and fight unnecessary, but unavoidable random encounters, well [[SarcasmMode good news]], you get to do it again. The only upside, it's shorter than the Zenethra.
** [[VeryDefiniteFinalDungeon The Land Of Canaan]] is not a particularly difficult area, but it has transporting and semi-transparent walkways, the overall floor designs look very similar and the paths are so narrow, that it makes it difficult to avoid battles.
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