History ThatOneLevel / RPG

8th Dec '17 9:37:05 AM nombretomado
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* ''DemonsSouls'' has plenty of these.

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* ''DemonsSouls'' ''VideoGame/DemonsSouls'' has plenty of these.
17th Nov '17 3:24:23 PM DarkHunter
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** While the difficiculty can be mitigated by ranged classes, Sen's Fortress is one of the most frustrating parts of the game and a massive wake-up call to players who get too comfortable. The Snake Men are DemonicSpiders who will outrange most melee characters, drain your stamina 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 very narrow ledges and corridors mean you rarely get to circle around behind them and have to fight 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'' instantly kill you without warning. Oh and if you fall of a ledge you're dropped into a tar-filled pit swarming with Titanite Demons, although they don't respawn if you manage to kill them.
** The Tomb of Giants. For starters, it's pitch-black and requires you to climb down sometimes narrow paths 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 (which is only found in the DLC area), the place is still full of snipers who can fire giant and highly damaging arrows from far away in the darkness, giant skeleton warriors who hit hard and 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.

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** While the difficiculty difficulty can be mitigated by ranged classes, Sen's Fortress is one of the most frustrating parts of the game and a massive wake-up call to players who get too comfortable. The Snake Men are DemonicSpiders who will outrange most melee characters, drain your stamina 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 very narrow ledges and corridors mean you rarely get to circle around behind them and have to fight 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'' instantly kill you without warning. Oh and if you fall of a ledge you're dropped into a tar-filled pit swarming with Titanite Demons, although they don't respawn if you manage to kill them.
** The Tomb of Giants. For starters, it's pitch-black and requires you to climb down sometimes narrow paths and one bad step means a fall to your death. While that 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) respawn), the Sunlight Maggot (a piece of equipment from an out-of-the-way location in an area you may not have visited yet), or with the Cast Light spell (which is only found in the DLC area), a rather obscure place). However, the place is still full of snipers who can fire giant and highly damaging arrows from far away in the darkness, giant skeleton warriors who hit hard and 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.
31st Oct '17 5:44:06 PM gophergiggles
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** Speaking of underground, the dread monkey cave in the desert. You wander a cave of monkeys guarding doors, who will only move if you give them an item they demand. Said items are available in the cave, but thanks to your very limited inventory space (made worse by how you have only two party members at the time) expect to do lots and lots and ''lots'' of going back and forth, all the while listening to [[EarRape very obnoxious music]].
6th Oct '17 6:16:24 AM mario0987
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** Chapter 2 is annoying in both of the [[VideoGame/PaperMario64 first]] [[VideoGame/PaperMarioTheThousandYearDoor two]] Paper Mario games. The first one has the moment the Dry Dry Ruins need to be found in the 8x8 square that is Dry Dry Desert with the only thing to point you in the right direction being a stone that flashes as you get close to the correct square. All this while being chased by persistent and annoying enemies. The second game involves navigating a large tree while being followed by an army of 100 tiny creatures. The good news is their pathfinding skills are brilliant; the bad news is the still get caught on edges making it easy to loose them, you need to have all of them with you at once and there is an enemy that makes them panic and run should it show up.

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** Chapter 2 is annoying in both of the [[VideoGame/PaperMario64 first]] [[VideoGame/PaperMarioTheThousandYearDoor two]] Paper Mario games. The first one has the moment the Dry Dry Ruins need to be found in the 8x8 square that is Dry Dry Desert with the only thing to point you in the right direction being a stone that flashes as you get close to the correct square. All this while being chased by persistent and annoying enemies. The second game involves navigating a large tree while being followed by an army of 100 tiny creatures. The good news is their pathfinding skills are brilliant; actually quite good; the bad news is the they still get caught on edges making it easy to loose them, you need to have all of them with you at once and there is an enemy that makes them panic and run should it show up.


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** The Pirate's Grotto in ''The Thousand Year Door. It is very long, the enemies can be a pain and there is the boat section involving dodging waves that might be the most frustrating part of the game.
6th Oct '17 6:12:57 AM mario0987
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* Chapter Four of ''VideoGame/PaperMarioTheThousandYearDoor'' starts off relatively simple... and then Doopliss steals your body and leaves you as a shadow. Now you have to run back and forth from the tower to the town, and back again, multiple times with only Mario (and later Vivian)... but the enemies (already a bit tougher than usual) don't get any easier. And you can't go back to Rogueport, either, so if you went in unprepared, tough break! It doesn't help that one of the most frequent enemies in the chapter has an attack that can put you to sleep if you don't guard properly (which will likely happen often). Then when you end up going back to Creepy Steeple, you have to go through a room with a bunch of Buzzy Beetles and Spike Tops. Buzzy Beetles can at least be flipped over by jumping on them, but with no Spike Shield badge yet, you're out of luck with the Spike Tops. And 4 defense means that unflipped, you'll need to have an attack-boosting badge just to deal ''any'' damage with the hammer. Nope, no POW Blocks for sale at the Twilight Town store, either. Hope you've gotten ''really'' good with Earth Tremor (which uses up about half of your star meter)...or got the Quake Hammer Badge.
** The original VideoGame/PaperMario is pretty tough in general. Some of the areas most annoying to get through are Shy Guy's Toybox, mostly due to the amount of different types of Shy Guys. The Pyro Guys, who can set you on fire and have rather high attack for this stage, and the Spy Guys, who can knock off some of your abilities. Lavalava Island is also pretty annoying to get through. All the different plants, most of which can poison you and the search for those Yoshi Kids. Also, the Crystal Palace is a bit irritating to get through. The saving grace for the last is the funny moments with the absolutely inept Duplighosts.

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* VideoGame/PaperMario
** [[VideoGame/PaperMario64 The original Paper Mario]] is pretty tough in general. Some of the areas most annoying to get through are Shy Guy's Toybox, mostly due to the amount of different types of Shy Guys. The Pyro Guys, who can set you on fire and have rather high attack for this stage, and the Spy Guys, who can knock off some of your abilities. Lavalava Island is also pretty annoying to get through. All the different plants, most of which can poison you and the search for those Yoshi Kids. Also, the Crystal Palace is a bit irritating to get through. The saving grace for the last is the funny moments with the absolutely inept Duplighosts.
** Chapter 2 is annoying in both of the [[VideoGame/PaperMario64 first]] [[VideoGame/PaperMarioTheThousandYearDoor two]] Paper Mario games. The first one has the moment the Dry Dry Ruins need to be found in the 8x8 square that is Dry Dry Desert with the only thing to point you in the right direction being a stone that flashes as you get close to the correct square. All this while being chased by persistent and annoying enemies. The second game involves navigating a large tree while being followed by an army of 100 tiny creatures. The good news is their pathfinding skills are brilliant; the bad news is the still get caught on edges making it easy to loose them, you need to have all of them with you at once and there is an enemy that makes them panic and run should it show up.
**
Chapter Four of ''VideoGame/PaperMarioTheThousandYearDoor'' starts off relatively simple... and then Doopliss steals your body and leaves you as a shadow. Now you have to run back and forth from the tower to the town, and back again, multiple times with only Mario (and later Vivian)... but the enemies (already a bit tougher than usual) don't get any easier. And you can't go back to Rogueport, either, so if you went in unprepared, tough break! It doesn't help that one of the most frequent enemies in the chapter has an attack that can put you to sleep if you don't guard properly (which will likely happen often). Then when you end up going back to Creepy Steeple, you have to go through a room with a bunch of Buzzy Beetles and Spike Tops. Buzzy Beetles can at least be flipped over by jumping on them, but with no Spike Shield badge yet, you're out of luck with the Spike Tops. And 4 defense means that unflipped, you'll need to have an attack-boosting badge just to deal ''any'' damage with the hammer. Nope, no POW Blocks for sale at the Twilight Town store, either. Hope you've gotten ''really'' good with Earth Tremor (which uses up about half of your star meter)...or got the Quake Hammer Badge.
** The original VideoGame/PaperMario is pretty tough in general. Some of the areas most annoying to get through are Shy Guy's Toybox, mostly due to the amount of different types of Shy Guys. The Pyro Guys, who can set you on fire and have rather high attack for this stage, and the Spy Guys, who can knock off some of your abilities. Lavalava Island is also pretty annoying to get through. All the different plants, most of which can poison you and the search for those Yoshi Kids. Also, the Crystal Palace is a bit irritating to get through. The saving grace for the last is the funny moments with the absolutely inept Duplighosts.
Badge.
29th Sep '17 1:17:46 PM GrammarNavi
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* The Sand Caves, near the end of ''{{Beyond the Beyond}}''.

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* The Sand Caves, near the end of ''{{Beyond the Beyond}}''.''VideoGame/BeyondTheBeyond''.
20th Sep '17 9:55:40 AM Sonofstranger
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* ''VideoGame/TheElderScrollsArena'': The Imperial Dungeons is basically the tutorial level equivalent of a SinkOrSwimMentor. Straight from character creation, you're dropped into a dungeon with [[WithThisHerring a basic weapon, no armor, and (if you're a mage) no magic.]] Explore, and you might find some decent gear- or you might run into a thief or lizard man that'll kill you in one shot. Head straight for the shift gate, and you'll wind up in town in the middle of the night, when the outlaws are out. You'll then have to run around one of the game's ridiculously large town maps hoping to find an inn where you can spend the night before the thugs get you. Todd Howard, head designer for later games such as ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', admitted that he attempted this dungeon 10 times and never got through.
** The fourth dungeon, the Fortress of Ice, will destroy you if you haven't yet gotten a handle on the game. If the ice-breath-spamming Snow Wolves don't get you, the plate-armored knights certainly will, and without at least an elvish-quality weapon (or some magic) the Ice Golems are literally invincible. Adding to that, there's only one path to the end (barring [[DungeonBypass Passwall shenanigans]]), so there's going to be a lot of hitting dead ends and backtracking, or looping around in circles. Hope you stocked up on True Heal potions...
** The Mines of Khuras may be the worst of all. Two huge, confusing levels packed to the gills with various kinds of DemonicSpiders. Hell Hounds, Homonculi, Zombies, Golems, you name it. Adding insult to injury, there's precious little treasure to be found, meaning exploring the place nets you little more than another cheap death from something spamming magic at you from behind.

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* ''Franchise/TheElderScrolls'':
**
''VideoGame/TheElderScrollsArena'': The Imperial Dungeons is basically the tutorial level equivalent of a SinkOrSwimMentor. Straight from character creation, you're dropped into a dungeon with [[WithThisHerring a basic weapon, no armor, and (if you're a mage) no magic.]] Explore, and you might find some decent gear- or you might run into a thief or lizard man that'll kill you in one shot. Head straight for the shift gate, and you'll wind up in town in the middle of the night, when the outlaws are out. You'll then have to run around one of the game's ridiculously large town maps hoping to find an inn where you can spend the night before the thugs get you. Todd Howard, head designer for later games such as ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', admitted that he attempted this dungeon 10 times and never got through.
** *** The fourth dungeon, the Fortress of Ice, will destroy you if you haven't yet gotten a handle on the game. If the ice-breath-spamming Snow Wolves don't get you, the plate-armored knights certainly will, and without at least an elvish-quality weapon (or some magic) the Ice Golems are literally invincible. Adding to that, there's only one path to the end (barring [[DungeonBypass Passwall shenanigans]]), so there's going to be a lot of hitting dead ends and backtracking, or looping around in circles. Hope you stocked up on True Heal potions...
** *** The Mines of Khuras may be the worst of all. Two huge, confusing levels packed to the gills with various kinds of DemonicSpiders. Hell Hounds, Homonculi, Zombies, Golems, you name it. Adding insult to injury, there's precious little treasure to be found, meaning exploring the place nets you little more than another cheap death from something spamming magic at you from behind.behind.
** ''VideoGame/TheElderScrollsIIDaggerfall'':
*** The beginning dungeon, Privateer's Hold, is only slightly better than the Imperial Dungeons in ''Arena''. Right out of the gate are deadly spell-casting imps that can only be damaged by steel weapons or better (pray you start with or [[RandomlyGeneratedLoot find some]]!), [[DemBones skeletons]] that take less damage from bladed weapons, and [[BearsAreBadNews bears]].
10th Sep '17 9:58:25 PM GrammarNavi
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* ''DigimonWorld'' Dawn & Dusk versions have two very frustrating levels: Loop Swamp and Shadow Hell. The first doesn't have many strong enemies, but it involves teleporting throught whirlpools. Problem is, the whole are looks the same, the RandomEncounter rate of the games is very high (and no Repels), and most missions on this place involves talking with multiple [=NPCs=], which are a chore to find. Shadow Hell doesn't have whirlpools, but it's a very large area that looks the same, have many dead ends and the RandomEncounters are not only frequent, but they have several DamageSponge enemies.

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* ''DigimonWorld'' Dawn & Dusk versions ''VideoGame/DigimonWorldDawnDusk'' have two very frustrating levels: Loop Swamp and Shadow Hell. The first doesn't have many strong enemies, but it involves teleporting throught through whirlpools. Problem is, the whole are area looks the same, the RandomEncounter rate of the games is very high (and no Repels), and most missions on this place involves talking with multiple [=NPCs=], which are a chore to find. Shadow Hell doesn't have whirlpools, but it's a very large area that looks the same, have many dead ends and the RandomEncounters are not only frequent, but they have several DamageSponge enemies.
30th Jul '17 7:40:21 PM beyondthesea
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* ''VideoGame/DragonAgeInquisition'' has the Forbidden Oasis. The main purpose of the locale is to recovere shards from various hard-to-reach locations. There is only one way to get to most shards, it's easy to go in circles, and of course the map is so unhelpful it's practically pointless. You can spend and hour trying to figure out what level a shard is on and how to get there. If the shard is on the level above you, there's a good chance you'll have to go all the way across the map and back to get up there.

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* ''VideoGame/DragonAgeInquisition'' has the Forbidden Oasis. The main purpose of the locale is to recovere recover shards from various hard-to-reach locations. There is only one way to get to most shards, it's easy to go in circles, and of course the map is so unhelpful it's practically pointless. You can spend and hour trying to figure out what level a shard is on and how to get there. If the shard is on the level above you, there's a good chance you'll have to go all the way across the map and back to get up there.
30th Jul '17 7:39:52 PM beyondthesea
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* ''VideoGame/DragonAgeInquisition'' has the Forbidden Oasis. The main purpose of the locale is to recovere shards from various hard-to-reach locations. There is only one way to get to most shards, it's easy to go in circles, and of course the map is so unhelpful it's practically pointless. You can spend and hour trying to figure out what level a shard is on and how to get there. If the shard is on the level above you, there's a good chance you'll have to go all the way across the map and back to get up there.
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