History ThatOneLevel / RPG

23rd Apr '17 5:29:14 PM nombretomado
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'''Note:''' The ''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]].

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'''Note:''' The ''Franchise/FinalFantasy'', ''Franchise/TalesSeries'' ''VideoGame/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]].
22nd Apr '17 5:29:27 PM nombretomado
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* The final dungeon of ''SuikodenV'' is a combination ScrappyLevel and GuideDangIt; when you enter it, you're forced to choose three full battle parties of six members, and have to ''constantly switch between them''. If you don't have eighteen party members up to snuff? Too bad, you can't leave. This can make the game nigh {{Unwinnable}} unless you know it's coming ahead of time, or obsessively create backup saves.

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* The final dungeon of ''SuikodenV'' ''VideoGame/SuikodenV'' is a combination ScrappyLevel and GuideDangIt; when you enter it, you're forced to choose three full battle parties of six members, and have to ''constantly switch between them''. If you don't have eighteen party members up to snuff? Too bad, you can't leave. This can make the game nigh {{Unwinnable}} unless you know it's coming ahead of time, or obsessively create backup saves.
20th Apr '17 9:38:15 AM FF32
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* The Evil Spirit Club in ''VideoGame/{{Persona Q}}''. After the lighthearted BreatherLevel that was the Group Date Cafe, you get a dungeon full of DemonicSpiders that can wipe out the party in a few turns through nasty skill combos, confusing floor layouts with difficult puzzles (including tricky math equasions) and very dark lighting (which eventually becomes an outright BlackoutBasement) that makes it every hard to navigate. The [[BossInMookClothing F.O.Es]] also step things up; while earlier ones would patrol set paths or stand in one place, the onese here chase after you directly or attempt to JumpScare you. It doesn't help that the dungeon is also NightmareFuel to many, having a design reminiscent of survival horror games like Silent Hill.

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* The Evil Spirit Club in ''VideoGame/{{Persona Q}}''.''VideoGame/PersonaQShadowOfTheLabyrinth''. After the lighthearted BreatherLevel that was the Group Date Cafe, you get a dungeon full of DemonicSpiders that can wipe out the party in a few turns through nasty skill combos, confusing floor layouts with difficult puzzles (including tricky math equasions) and very dark lighting (which eventually becomes an outright BlackoutBasement) that makes it every hard to navigate. The [[BossInMookClothing F.O.Es]] also step things up; while earlier ones would patrol set paths or stand in one place, the onese here chase after you directly or attempt to JumpScare you. It doesn't help that the dungeon is also NightmareFuel to many, having a design reminiscent of survival horror games like Silent Hill.
6th Apr '17 7:38:13 PM nombretomado
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* Players of ''PlanescapeTorment'' have found various parts of Curst to be the scrappy part of the game. From the daisy chain of treacherous quests, to the prison break of an angel beneath, to the warzone Curst becomes on returning.

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* Players of ''PlanescapeTorment'' ''VideoGame/PlanescapeTorment'' have found various parts of Curst to be the scrappy part of the game. From the daisy chain of treacherous quests, to the prison break of an angel beneath, to the warzone Curst becomes on returning.
28th Mar '17 12:25:04 PM mlsmithca
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** Mention the Uliana's Strategem dungeon to a Monk player and stand back to avoid being caught in the fire of their rage. The objective of detonating Exploding Palm on 21 or more enemies three times requires high levels of enemy density co-operation (all too often, the enemies will spawn in packs of 14 or 15 that are too far apart to be kited together), while the objective of taking no fire damage for the entire dungeon is almost impossible without the ultra-rare Star of Azkaranth amulet equipped either directly or via Kanai's Cube.

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** Mention the Uliana's Strategem dungeon to a Monk player and stand back to avoid being caught in the fire of their rage. The Although Patch 2.5.0 softened the objective of detonating Exploding Palm on 21 or more enemies three times requires high levels of enemy density co-operation (all too often, to the much more achievable 15 or more enemies will spawn in packs of 14 or 15 that are too far apart to be kited together), while four times, the objective of taking no fire damage for the entire dungeon is remains almost impossible without the ultra-rare Star of Azkaranth amulet equipped either directly or via Kanai's Cube.Cube, and it is easy to lose stray enemies in the dungeon's enormous map.



** The Wizard is widely viewed as having the most difficult set dungeons on average, but the most hated is the Delsere's Magnum Opus dungeon, as its very large map is difficult to completely cover in four and a half minutes (especially while stopping repeatedly to reflect 200 projectiles with Wave of Force) and its enemy density is often too low to allow for Slow Time to be cast on 30 or more enemies three times even with the right support gear and skills.

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** The Wizard is widely viewed as having the most difficult set dungeons on average, but the most hated is a tossup between the Delsere's Magnum Opus dungeon, as its very large map is and Vyr's Amazing Arcana dungeons. The objectives in both dungeons are not difficult to completely cover achieve with the right support items, but both maps are large enough that covering them in under four and a half minutes (especially while stopping repeatedly to reflect 200 projectiles can only be done with Wave of Force) frequent Teleport spamming, and its enemy density is often too low the labyrinthine layout of the Vyr's dungeon makes it easy to allow for Slow Time to be cast on 30 lose track of one or more enemies three times even with of the right support gear and skills.''over 600 enemies''.



* ''{{Uplink}}'' had the LAN levels, which threw a LOT of people. Though it was fixed in a patch, certain LAN levels (they're randomly generated) were UnwinnableByMistake, you needed one hell of a computer just to competently attempt them (at minimum, you generally have to run 3 bypasses and usually almost all of your LAN tools, plus the standards like trace tracker and password crackers/decyphers at proper moments. If you never learned how to manage your processes in that game before a LAN popped up, you learned then.), and what's worse is that logging into the mainframe always alerted the syasadmin to your presence, starting a countdown to get the job done, which was a real killer if the mainfraime was right next to the main gateway, giving you about 20 seconds to crack the password/encryption, get into the system, complete your mission, and log out before you get booted by the sysadmin.

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* ''{{Uplink}}'' ''VideoGame/{{Uplink}}'' had the LAN levels, which threw a LOT of people. Though it was fixed in a patch, certain LAN levels (they're randomly generated) were UnwinnableByMistake, you needed one hell of a computer just to competently attempt them (at minimum, you generally have to run 3 bypasses and usually almost all of your LAN tools, plus the standards like trace tracker and password crackers/decyphers at proper moments. If you never learned how to manage your processes in that game before a LAN popped up, you learned then.), and what's worse is that logging into the mainframe always alerted the syasadmin to your presence, starting a countdown to get the job done, which was a real killer if the mainfraime was right next to the main gateway, giving you about 20 seconds to crack the password/encryption, get into the system, complete your mission, and log out before you get booted by the sysadmin.
25th Mar '17 11:26:38 PM cdenton
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** The Tomb of Giants. For starters, it's pitch-black and requires you to climb down sometimes narrow paths with pitfalls all around you. While that problem can be dealt with to an extent with the Skull Lantern (which is actually deep ''within'' the Tomb of Giants or is an uncommon drop from an enemy that doesn't respawn) or with the Cast Light spell, the place is still full of hard-hitting giant skeleton enemies and snipers .

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** The Tomb of Giants. For starters, it's pitch-black and requires you to climb down sometimes narrow paths with pitfalls all around you. and one bad step means a fall to your death. While that problem can be dealt with to an extent with the Skull Lantern (which is actually deep ''within'' the Tomb of Giants or is an uncommon drop from an enemy that doesn't respawn) or with the Cast Light spell, spell (which is only found in the DLC area), the place is still full of hard-hitting snipers who can fire giant and highly damaging arrows from far away in the darkness, giant skeleton enemies warriors who hit hard and snipers .fast and will even try to mob you at one point, and feral giant skeletons who have a lunging physical attack that can knock off almost half the life of even a relatively high-leveled character before the player can even react.
24th Mar '17 3:56:31 AM cdenton
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** The Tomb of Giants. For starters, it's pitch-black and requires you to climb down sometimes narrow paths with pitfalls all around you. While that problem can be dealt with to an extent with the Skull Lantern (which is actually deep ''within'' the Tomb of Giants or is an uncommon drop from an enemy that doesn't respawn) or with the Cast Light spell, the place is still full of hard-hitting giant skeleton enemies and snipers .
17th Feb '17 1:22:44 PM Exusia
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* The original ''VideoGame/DevilSummoner'' has Chinatown, a level so annoying that the special edition of the game actually included a map for it. It's a ''huge'' teleporter maze, and some of the warps don't have the usual fade to black that others do; so if you're not careful you could get warped without even realizing it. To make it even more complicated, it has four different entrances, each with their own path to the boss in the center.
22nd Jan '17 12:37:00 PM jroggs
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***Compounding the problem is the fact that how you can contract the disease involves FakeDifficulty bordering on glitchy. Obviously you can get the disease from being bitten by one of the mole rats. But you can also contract it if a mole rat bites a friendly character. Even if that character is your Mr. Handy companion, or just the Vault Protectron you can activate to patrol around. [[spoiler: Both of these characters are robots.]] This unintuitive problem, combined with other seemingly random infections, means a player who doesn't like to say "GuideDangIt!" is likely to assume the disease is simply unavoidable. (Unless you check your status on your menu, you don't even know you've been infected until the end of the mission.) Essentially the player must dismiss any companions, kill the non-hostile Protectron if they activated it, monitor their Pip-Boy status, and constantly quicksave/ quickload in order to get the good ending for the quest without suffering a permanent health debuff.



** Although Arcane Sanctuary is part of most power-levelers setups, 2-15 in tristram then head to arcane sanctuary more or less.

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** Although Arcane Sanctuary is part of most power-levelers setups, 2-15 in tristram Tristram then head to arcane sanctuary more or less.
19th Jan '17 6:01:22 PM WillyFourEyes
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* In both ''DenpaMen'' games, there's Ice Island. In the first game, it's full of multiple tough enemies, including the first enemies in the game (and some of the only ones, too) who outright resist Light attacks--up until now, reliable to the point of almost being an InfinityPlusOneElement. In the second, the level is suddenly full up of FrictionlessIce puzzles--and to make matters worse, they're not ''quite'' frictionless in the way most gamers would intuit them, and actually do require a bit of player input to properly slide to where you want to go. The second version also has holes, meaning that the only way to actually ''leave'' the level is by bringing a Teleporter item with you, or happening upon the mid-dungeon warp point.

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* In both ''DenpaMen'' the first two ''VideoGame/TheDenpaMen'' games, there's Ice Island. In the first game, it's full of multiple tough enemies, including the first enemies in the game (and some of the only ones, too) who outright resist Light attacks--up until now, reliable to the point of almost being an InfinityPlusOneElement. In the second, the level is suddenly full up of FrictionlessIce puzzles--and to make matters worse, they're not ''quite'' frictionless in the way most gamers would intuit them, and actually do require a bit of player input to properly slide to where you want to go. The second version also has holes, meaning that the only way to actually ''leave'' the level is by bringing a Teleporter item with you, or happening upon the mid-dungeon warp point.
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