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*** Then ''The Lion and the Demon'' tops ''Jihad!''. You are required to build and defend a wonder in Acre, while holding off ''five different Crusader armies'': Genoese (warships), the Franks (cavalry, gunpowder units, and rams), Knights Templar (rams, Teutonic Knights, and cavalry), Jerusalem (camels, onagers, and trebuchets), and Richard the Lionhearted (longbowmen, cavalry, and mixed siege weapons, including two unique trebuchets). You have some resources inside your walls, but they'll run out quickly (especially your very limited wood supply). There's no real way to bottleneck the attackers; they come from both north and west, almost constantly. This is widely considered the hardest scenario in the game, and for good reason. [[Spoiler:However, you can build the Wonder on an island in the west of the map, where only Genoese can attack it.]]

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*** Then ''The Lion and the Demon'' tops ''Jihad!''. You are required to build and defend a wonder in Acre, while holding off ''five different Crusader armies'': Genoese (warships), the Franks (cavalry, gunpowder units, and rams), Knights Templar (rams, Teutonic Knights, and cavalry), Jerusalem (camels, onagers, and trebuchets), and Richard the Lionhearted (longbowmen, cavalry, and mixed siege weapons, including two unique trebuchets). You have some resources inside your walls, but they'll run out quickly (especially your very limited wood supply). There's no real way to bottleneck the attackers; they come from both north and west, almost constantly. This is widely considered the hardest scenario in the game, and for good reason. [[Spoiler:However, [spoiler:However, you can build the Wonder on an island in the west of the map, where only Genoese can attack it.]]]
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** The Fourth Night Elf Scenario: with only a few troops, you must move your base along a twisted, very long path with tons of obstacles in your way (including feral Furbolgs, a whole human base and a wood which is totally filled with undead monsters that re-spawns until you kill their chief (a high-level wraith)and include mainly Banshees, who have the nasty habit of possessing your soldiers when their health is low. Oh, and you must also look out for casual Orcs and Undead skirmishers. The re-spawning [[MoneySpider]] enemies encountered later can ease the frustration of the limited resources by letting your heros slay them for extra gold, but you must fight you way to them before bankruptcy.

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** The Fourth Night Elf Scenario: with only a few troops, you must move your base along a twisted, very long path with tons of obstacles in your way (including feral Furbolgs, a whole human base and a wood which is totally filled with undead monsters that re-spawns until you kill their chief (a high-level wraith)and include mainly Banshees, who have the nasty habit of possessing your soldiers when their health is low. Oh, and you must also look out for casual Orcs and Undead skirmishers. fliers. The re-spawning [[MoneySpider]] MoneySpider enemies encountered later can ease the frustration of the limited resources by letting your heros heroes slay them for extra gold, but you must fight you way to them before bankruptcy.



*** The Last Undead mission, Under the burning Sky, is considered by some to be the hardest in the game. It is a HoldTheLine mission where you have to defend squishy wizard, Kel' Thuzad for 30 minutes until he summons the local Archdemon. There are three ways to get to them, one of which is defended by your base and the other two, which hold a spirit tower each. Your opponents? 3 human bases with their full arsenal. The last few minutes are particularly terrifying as your opponents proceed to dump their full arsenal into you.

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*** The Last last Undead mission, Under the burning Burning Sky, is considered by some to be the hardest in the game. It is a HoldTheLine mission where you have to defend squishy wizard, Kel' Thuzad for 30 minutes until he summons the local Archdemon. There are three ways to get to them, one of which is defended by your base and the other two, which hold a spirit tower each. Your opponents? 3 human bases with their full arsenal. The last few minutes are particularly terrifying as your opponents proceed to dump their full arsenal into you.
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* ''[[VideoGame/{{Syndicate}} Syndicate Wars]]'' has the infamous mission ''The Dead Zone'' (Church mission 18). Your objective is to penetrate a compound and ''persuade'' a certain Eurocorp soldier and take him back to your starting point. The first problem is that the entire city is full of booby-traps, which are very difficult to see and will kill at least one of your agents if you run into them. The second problem is that someone has control of a defence satellite above the city, and will use it to bombard almost every area outside the compound soon after you enter it. The third problem is that the city is absolutely crawling with Unguided; while not too tough, chances are that they will distract you or hold you up while your agents fall foul of one of the previously mentioned threats. The fourth problem is that you need to ''persuade'' 15 civilians before you can ''persuade'' your target - due to all the explosions that will occur due to everything mentioned above, there is a very real chance that not enough civilians will be left alive at the end. The fifth problem is that the compound is heavily guarded, and a few of the guards are armed with extremely powerful Plasma Lances - if you are not careful, you can easily lose more agents here. The sixth and possibly most frustrating problem of all is that, once you attack the Eurocorp soldiers, you have only a limited amount of time before a lone Eurocorp agent decides to kill your target. Finally, you actually have to return your target to your starting point, which is normally easy, but might not be if you weren't thorough in neutralizing all the threats outside the compound.

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* ''[[VideoGame/{{Syndicate}} Syndicate Wars]]'' has the infamous mission ''The Dead Zone'' (Church mission 18). Your objective is to penetrate a compound and ''persuade'' a certain Eurocorp soldier and take him back to your starting point. The first problem is that the entire city is full of booby-traps, which are very difficult to see and will kill at least one of your agents if you run into them. The second problem is that someone has control of a defence satellite above the city, and will use it to bombard almost every area outside the compound soon after you enter it.any given area (though they will not target the same area twice). The third problem is that the city is absolutely crawling with Unguided; while not too tough, chances are that they will distract you or hold you up while your agents fall foul of one of the previously mentioned threats. The fourth problem is that you need to ''persuade'' 15 civilians before you can ''persuade'' your target - due to all the explosions that will occur due to because of everything mentioned above, there is a very real chance that not enough civilians will be left alive at the end. The fifth problem is that the compound is heavily guarded, and a few of the guards are armed with extremely powerful Plasma Lances - if you are not careful, you can easily lose more agents here. The sixth and possibly most frustrating problem of all is that, once you attack the Eurocorp soldiers, you have only a limited amount of time before a lone Eurocorp agent decides to kill your target. Finally, you actually have to return your target to your starting point, which is normally easy, but might not be if you weren't thorough in neutralizing all the threats outside the compound.
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* ''[[VideoGame/{{Syndicate}} Syndicate Wars]]'' has the infamous mission ''The Dead Zone'' (Church mission 18). Your objective is to penetrate a compound and ''persuade'' a certain Eurocorp soldier and take him back to your starting point. The first problem is that the entire city is full of booby-traps, which are very difficult to see and will kill at least one of your agents if you run into them. The second problem is that someone has control of a defence satellite above the city, and will use it to bombard almost every area outside the compound soon after you enter it. The third problem is that the city is absolutely crawling with Unguided; while not too tough, chances are that they will distract you or hold you up while your agents fall foul of one of the previously mentioned threats. The fourth problem is that you need to ''persuade'' 15 civilians before you can ''persuade'' your target - due to all the explosions that will occur due to everything mentioned above, there is a very real chance that not enough civilians will be left alive at the end. The fifth problem is that the compound is heavily guarded, and a few of the guards are armed with extremely powerful Plasma Lances - if you are not careful, you can easily lose more agents here. The sixth and possibly most frustrating problem of all is that, once you attack the Eurocorp soldiers, you have only a limited amount of time before a lone Eurocorp agent decides to kill your target. Finally, you actually have to return your target to your starting point, which is normally easy, but might not be if you weren't thorough in neutralizing all the threats outside the compound.
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Quick thinking and flawless strategy won't always save you. In [[ThatOneLevel these levels]], frustration will be your biggest adversary.

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Quick thinking and flawless strategy won't always save you.you, but the [[IncrediblyLamePun quick save]] button sure will. In [[ThatOneLevel these levels]], frustration will be your biggest adversary.
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* "Engine of Destruction" can be tricky if you don't know what you're doing. It's an EscortMission with a LeeroyJenkins hero that will barge into enemy bases with no sense of self-preservation, and it's up to you to keep repairing his unit to keep it from being destroyed. Thankfully this hero is a OneManArmy and actually ''is'' strong enough to take out those bases on his own like he's trying to, but you're still liable to find yourself screaming at him for not giving you enough time to repair him before he goes charging in again. Also fortunate is that after this mission comes "Media Blitz", which is a good contender for the campaign's CrowningMomentOfAwesome.

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* "Engine of Destruction" can be tricky if you don't know what you're doing. It's an EscortMission with a LeeroyJenkins hero that will barge into enemy bases with no sense of self-preservation, and it's up to you to keep repairing his unit to keep it from being destroyed. Thankfully this hero is a OneManArmy and actually ''is'' strong enough to take out those bases on his own like he's trying to, but you're still liable to find yourself screaming at him for not giving you enough time to repair him before he goes charging in again. Also fortunate is that after this mission comes "Media Blitz", which is a good contender for the campaign's CrowningMomentOfAwesome.SugarWiki/MomentOfAwesome.



*** It turns out that thanks to [[spoiler:a [[ArtificialStupidity Bomber AI exploit]] that [[LeapOfFaith violates common sense beyond belief]]]], doing the mission with [[NoCasualtiesRun no casualties]] and a Perfect S-Rank is possible, as shown [[https://www.youtube.com/watch?v=HLD4eH9UfkQ here]] and [[https://www.youtube.com/watch?v=VZryqxsj2bY here]]. Unfortunately, it's still a LuckBasedMission thanks to [[spoiler:AIRoulette]]. If not for these FakeDifficulty issues, the linked run would be a CrowningMomentOfAwesome.

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*** It turns out that thanks to [[spoiler:a [[ArtificialStupidity Bomber AI exploit]] that [[LeapOfFaith violates common sense beyond belief]]]], doing the mission with [[NoCasualtiesRun no casualties]] and a Perfect S-Rank is possible, as shown [[https://www.youtube.com/watch?v=HLD4eH9UfkQ here]] and [[https://www.youtube.com/watch?v=VZryqxsj2bY here]]. Unfortunately, it's still a LuckBasedMission thanks to [[spoiler:AIRoulette]]. If not for these FakeDifficulty issues, the linked run would be a CrowningMomentOfAwesome.SugarWiki/MomentOfAwesome.
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* ''VideoGame/Battalion Wars'' has some levels that fall under this:

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* ''VideoGame/Battalion Wars'' ''VideoGame/BattalionWars'' has some levels that fall under this:
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* ''VideoGame/Battalion Wars'' has some levels that fall under this:
** Their Finest Hour in ''Battalion Wars 2''. Due to the shaky controls of your options in the Airbase defense, you have to contend with either potentially jumping out of the MG Tower without warning and not necessarily knowing how to get back into it, or if you switch to either air unit, you have to keep track of how you handle the Wiimote or else you might crash into something. Either way, the starting part is annoying. Oh, but the worst is yet to come: there are AA units all over the place, the Airbase you spend the whole time trying to capture will produce Fighters and Gunships that are already on top of you to be DemonicSpiders ''before Pierce or A-Qira mention that they have been sent out'', and all you get to fight them with is the Fighters, which, of course, have to contend with the AA units even if you do overcome the faulty controls. It's no wonder the time limit for a Perfect S Rank is 16 minutes.
** In the first game, X-Day. How many times did you die on that beachhead? Or right after that beachhead? Or...
*** There is a way to get through the Artillery at the start of that level. [[spoiler:Direct your units to move near the fence, so that they'll get right within the Artillery's safe zone.]]
** There's also "Siege of the Vladstad", which is a perfectly acceptable level right up until the end. And that's even ''if'' you realize [[spoiler:the Vladstag has a side entrance]].
** "Road to Xylvania" tops all of them. First of you have a Battlestation which unlike the sequel cannot turn to aim and thus you have to position yourself perfectly to beat the Pillboxes that will kill everything else in a heartbeat.On top of that the path is so curvy giving Heavy Tanks an advantage against the Battlestation. That's a just ridculuosly in itself,but then you have Gunships constantly after you mercilessly attacking anything in sight,and you only have 6 Missile Vets.You can spam the Y button all you want,they'll still get ya' down. Not to mention acid pits that are too easy to step into. At least Vladstag has assistance.
** Bonus Mission 3 may be a BonusLevelOfHell, but it has earned its place here. At the start, you're immediately bombarded by 2 Artillery, each guarded by 3 Rocket (Bazooka) infantry to deter your Heavy Tanks. You must destroy this Artillery ASAP or they'll destroy the fortress that the game [[GuideDangIt doesn't suggest is destructible]] and give you an automatic mission failure. You would want to work on tasks other than the Artillery because once the Artillery is destroyed, a respawning Bomber appears to make your life miserable, and you don't even get any anti-air units unless you're willing to count [[spoiler:Assaults, which still do likely too little damage to be worth considering]]. And to top it all off, your only units for destroying all of the enemy vehicles are Heavy Tanks, which are slow and big, which means thanks to similar reasons as to why Pit in VideoGame/SuperSmashBros is a SkillGateCharacter, are given grief by the Anti-Air Vehicles' attack spams causing them to repeatedly bounce along with all the damage they take. Oh, and guess what is ready to hammer your infantry and further mess up your Technique score? ''Two more Artillery!'' And if you finally get past ''all'' of this, say hello to a Bomber and Gunship spam to give your Fighters (which arrive, '''about time''') misery in killing them all quickly, which you need to do because of the fact that your Heavy Tanks are still [[EscortMission mission critical]], even if you wiped out every enemy vehicle. And if you're looking for a good score, you have so many units that basically amount to being little more than target practice for the Bombers that your Technique will be based on [[LuckBasedMission whether your units feel like surviving all the abuse]].
*** It turns out that thanks to [[spoiler:a [[ArtificialStupidity Bomber AI exploit]] that [[LeapOfFaith violates common sense beyond belief]]]], doing the mission with [[NoCasualtiesRun no casualties]] and a Perfect S-Rank is possible, as shown [[https://www.youtube.com/watch?v=HLD4eH9UfkQ here]] and [[https://www.youtube.com/watch?v=VZryqxsj2bY here]]. Unfortunately, it's still a LuckBasedMission thanks to [[spoiler:AIRoulette]]. If not for these FakeDifficulty issues, the linked run would be a CrowningMomentOfAwesome.
** The Reckoning in the sequel borders on being ThatOneLevel, but doesn't quite manage it because it's the last mission. However, if you want that perfect S-Rank, have lots of hair ready to be torn out. Technique, although having a ridiculously high minimum (a whopping 70% with just the Battlestation, the mission critical unit, alive), doesn't hit 100% easily, so you have to keep plenty of units alive, which means you'd want to get through the first half of the stage without anything lost, because the second part is full of [[spoiler:[[DemonicSpiders Fighters and Strato Destroyers]]]], which are bound to tear apart your units like paper, and [[spoiler:your Anti-Air Vets have laughable lock-on range for their job if you thought you could [[GlassCannon switch to one to erase the air units faster]]]]. But things get really bad if you want 100% in both Power and Speed. Not only does the game place 2 Heavy Tanks and some Grunts behind the [[spoiler:Mining Spider]] but Speed is absurdly strict for the fact that you'd have to deliver the [[MightyGlacier painfully slow Battlestation]] from one end of the map to the other in order to do anything to the [[spoiler:Mining Spider]]. [[MasterKnight This troper]] has done ''every'' other mission in the game on a NoCasualtiesRun with a Perfect S-Rank (including Their Finest Hour, actually except Under Siege but he's convinced that one is possible with a competent teammate) and finds that a NoCasualtiesRun ''at all'' is harder on The Reckoning than on any other mission between both games except ''maybe'' Bonus Mission 3 in the first game, if it's even possible to do, never mind trying to do it in the time limit.

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* ''Lock's Quest'' has The Well Cluster, in which you have to capture THREE points in THREE different missions (as well as hold on to the other Source Wells you captured.) and to top it all off, ''you have to defend all three Source Wells spread accross the map from each other, and you cannot lose a single one.''

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* ''Lock's Quest'' ''VideoGame/LocksQuest'' has The Well Cluster, in which you have to capture THREE points in THREE different missions (as well as hold on to the other Source Wells you captured.) and to top it all off, ''you have to defend all three Source Wells spread accross the map from each other, and you cannot lose a single one.''



* ''Majesty 2'': there's a level in which your castle is trapped between two camps of enemy heroes. On one side, endless rogues and elven archers that can slaughter your heroes due to poor anti-archer AI. On the other, paladins with healer support. Your only chance is to get lucky enough to kill early enemy heroes before they level up.

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* ''Majesty ''VideoGame/{{Majesty}} 2'': there's a level in which your castle is trapped between two camps of enemy heroes. On one side, endless rogues and elven archers that can slaughter your heroes due to poor anti-archer AI. On the other, paladins with healer support. Your only chance is to get lucky enough to kill early enemy heroes before they level up.


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** Farbor, the penultimate story mission in ''Creeper World 3: Arc Eternal''. There's a large island with smaller islands to the south and west, all with creeper emitters. Only the northwest and southeast island have terrain high enough to land the command nodes on and not be immediately overrun, but the creeper isn't the big threat in this mission. There's automated machinery on the main island building a prism ship, and if that ship launches and activates, it will [[ApocalypseHow destroy the whole system]] as a side effect of the transmission burst it will send out. Automated freighters are being sent to ore patches across the map, and while snipers can be used to destroy them, it's only a delaying tactic as they will respawn, and two of the ore patches are on the far side of the main island where you can't reach. Stopping the ship entirely will require assaulting the main island and destroying the four ore processors sending out the freighters. It's likely that on your first attempt, you won't be able to destroy the processors before the ship takes off, at which point it's revealed that is not the failure condition. Now you have [[TimedMission twenty minutes to destroy a modified totem]] further up the main island or you really will fail the mission. So many complaints were made that the developer provided a save file on the forums that allows players to finish it and move onto the final story mission, at the cost of a really bad score because it had been dragged out for over two hours.
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** The truly brutal logic of this mission is that it has an inverse [[ViolationOfCommonSense punish/reward system]] where attempting to build up a strong, defensive base, upgrading all of your research, letting the AI waste resources throwing units against your base and then making a strong counter-attack just makes the mission ''harder'', as the enemies will increase in power over time better than you will. Instead, you should just take your starting Dark Templar units (including the [[TooAwesomeToUse leader Zeratul]], and make a beeline for the backdoor as stated above, and you can finish the mission in about a minute after starting.
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* In ''VideoGame/SupremeCommander2'', the first mission in the Cybran campaign features an absolutely ridiculous DifficultySpike with no corresponding increase in tech level. To elaborate, the moment the mission begins, you're swarmed from three sides by never-ending waves of units. Point-defense towers won't shoot the artillery sent in said waves half the time. You have almost no mass generation to speak of unless you reclaim units, which is complicated by constant waves of reinforcements. And that's just the first half. For the second half, you have to manage to escape before the enemy Zerg Rushes you into oblivion with a mass of experimental air units, gunships, and ground forces that will utterly overwhelm your defenses unless you've turtled like crazy. Worse still, one of the achievements requires you to wait long enough to shoot down nine experimentals.
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* "Legacy of Tesla" from the Counterstrike expansion is incredibly counter-intuitive. The idea is to destroy a prototype nuclear MiG. A "prototype" that can be replaced over and over, mind you. So, these new Tesla Tanks must be important to the mission, right? No. The MiG's landing strip is overseas, but you don't have a Construction Yard or Sub Pen, so you'll have to capture the Allied Naval Yard. Don't capture it though, as this provoke nuclear retaliation. What you're supposed to do is capture a Construction Yard, build a Naval Yard and many AA Guns to ward off helicopters, and send units to attack an island.

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* "Legacy of Tesla" from the Counterstrike expansion is incredibly counter-intuitive. The idea is to destroy a prototype nuclear MiG.[=MiG=]. A "prototype" that can be replaced over and over, mind you. So, these new Tesla Tanks must be important to the mission, right? No. The MiG's [=MiG=]s landing strip is overseas, but you don't have a Construction Yard or Sub Pen, so you'll have to capture the Allied Naval Yard. Don't capture it though, as this provoke nuclear retaliation. What you're supposed to do is capture a Construction Yard, build a Naval Yard and many AA Guns to ward off helicopters, and send units to attack an island.
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Shocked this wasn't here

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** The third game gives us [[MeaningfulName Formidable Oak]], which is a maze of puzzles and enemies while you are hunted down by the Plasm Wraith.
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* Power games in [[AnnoDomini Anno 2070]] is the only three-star difficulty mission in the original game, for very good reason. The victory conditions are as follows:

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* Power games in [[AnnoDomini ''[[VideoGame/AnnoDomini Anno 2070]] 2070]]'' is the only three-star difficulty mission in the original game, for very good reason. The victory conditions are as follows:
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Removed Empire At War example - that mission is not very hard if you build up your fleet properly and there are harder missions (Capturing Princess Leia for the Empire and the "protect the shuttles" mission for the Rebels). Removed "every single mission in Soulstorm" is TOL because if all levels are hard it's Nintendo Hard, not this Trope.


* From ''Empire at War'' in the StarWars universe comes the fifth Empire Campaign mission, where you have to destroy a powerful Rebel space station - when [[TheComputerIsACheatingBastard they have a higher population cap than you and get free reinforcements.]] The best part? While you're attacking the station, two [[BossInMookClothing Mon Calamari Cruisers]] come in from behind you, and you're required to kill them. Good luck.



** '''Every single''' stronghold mission in ''Soulstorm'' is ThatOneLevel. Tau can attack anywhere on the map with a ridiculously powerful cannon and, like the Orks, possess multiples of their most powerful units ([[MyRulesAreNotYourRules their numbers are supposed to be limited to one or two]]). Imperial Guard can build multiple Baneblades if their factories aren't watched carefully. Space Marines frequently send fully-upgraded squads directly into the player's forces. Both Necrons and Chaos can spawn their two most powerful units at a moment's notice. Eldar have half a dozen hidden bases, each with massive rushing potential. Dark Eldar only allow a base to be built halfway through and spam their special abilities. The Sisters of Battle stronghold is the worst though, possessing an invincible unit that causes ''everything else near it'' to become invincible as well. The only way to defeat it is by destroying four icons: said unit ''immediately teleports'' if one of them is under attack.
*** The only way to win the Sororitas stronghold mission is to deliberately take massive casualties. You mount simultaneous attacks on two of the icons, allowing the Living Saint to tear one of your forces to shreds while the other one levels the icon. When there is only one Icon left, you have to throw a large force directly at the main Sisters base to draw the Saint away, and then hit the last Icon with a small demolition force that you kept back. And sometimes even this tactic does not work, because the Saint refuses to go away from the Icon.
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** Mission 8 of 'The Liberation of Caen' campaign from ''Opposing Fronts'' has you use what force you have left from the last two missions to defend agaisnt the Panzer Elite onslaught from three different directions, and the enemy just loves throwing [[DemonicSpiders heavy tanks]] like [[LightningBruiser Tigers, Panthers]], [[GlassCannon Hetzers]], and the worst nightmare of all, [[MightyGlacier King Tigers and Jagdpanthers.]] Not only you have to deal with all of them at once, the AI loves to make use of the ruined city landscape and the heavy night storm to hide themselves from sight and sneak past behind your defenses and surprise-attacks you where your defense is lacking, forcing you to send your precious tanks to deal with them first before they completely destroy your entire base, all the while leaving the areas where you are ''required'' to defend vulnerable to further attacks. The final mission is even worse if you wanted to do the bonus objective. Flak 88s and Panzer groups made the large open ground a killing field, and the aforementioned King Tigers and Jagdpanthers have their cannons buffed so they can now almost one-shot kill your tanks. To put in perspective, the bonus objective of this mission requires you to lose no more than 10 tanks, while your enemy has ''more than 30 tanks, including the deadly Flak 88s'' in their arsenal, and their tanks have heavier armors and hit harder than your tanks. Have fun.

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** Mission 8 of 'The Liberation of Caen' campaign from ''Opposing Fronts'' has you use what force you have left from the last two missions to defend agaisnt the Panzer Elite onslaught from three different directions, and the enemy just loves throwing [[DemonicSpiders heavy tanks]] like [[LightningBruiser Tigers, Panthers]], [[GlassCannon Hetzers]], and the worst nightmare of all, [[MightyGlacier King Tigers and Jagdpanthers.]] Not only you have to deal with all of them at once, the AI loves to make use of the ruined city landscape and the heavy night storm to hide themselves from sight and sneak past behind your defenses and surprise-attacks you where your defense is lacking, forcing you to send your precious tanks to deal with them first before they completely destroy your entire base, all the while leaving the areas where you are ''required'' to defend vulnerable to further attacks. The final mission is even worse if you wanted to do the bonus objective. Flak 88s and Panzer groups made the large open ground a killing field, and the aforementioned King Tigers and Jagdpanthers have their cannons ridiculously buffed so they can now almost one-shot kill your tanks. To put in perspective, the bonus objective of this mission requires you to lose no more than 10 tanks, while your enemy has ''more than 30 tanks, including the deadly Flak 88s'' in their arsenal, and their tanks have heavier armors and hit harder than your tanks. Have fun.
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** Mission 8 of 'The Liberation of Caen' campaign from ''Opposing Fronts'' has you use what force you have left from the last two missions to defend agaisnt the Panzer Elite onslaught from three different directions, and the enemy just loves throwing [[DemonicSpiders heavy tanks]] like [[LightningBruiser Tigers, Panthers]], [[GlassCannon Hetzers]], and the worst nightmare of all, [[MightyGlacier King Tigers and Jagdtigers.]] Not only you have to deal with all of them at once, the AI loves to make use of the ruined city landscape and the heavy night storm to hide themselves from sight and sneak past behind your defenses and surprise-attacks you where your defense is lacking, forcing you to send your precious tanks to deal with them first before they completely destroy your entire base, all the while leaving the areas where you are ''required'' to defend vulnerable to further attacks.

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** Mission 8 of 'The Liberation of Caen' campaign from ''Opposing Fronts'' has you use what force you have left from the last two missions to defend agaisnt the Panzer Elite onslaught from three different directions, and the enemy just loves throwing [[DemonicSpiders heavy tanks]] like [[LightningBruiser Tigers, Panthers]], [[GlassCannon Hetzers]], and the worst nightmare of all, [[MightyGlacier King Tigers and Jagdtigers.Jagdpanthers.]] Not only you have to deal with all of them at once, the AI loves to make use of the ruined city landscape and the heavy night storm to hide themselves from sight and sneak past behind your defenses and surprise-attacks you where your defense is lacking, forcing you to send your precious tanks to deal with them first before they completely destroy your entire base, all the while leaving the areas where you are ''required'' to defend vulnerable to further attacks. The final mission is even worse if you wanted to do the bonus objective. Flak 88s and Panzer groups made the large open ground a killing field, and the aforementioned King Tigers and Jagdpanthers have their cannons buffed so they can now almost one-shot kill your tanks. To put in perspective, the bonus objective of this mission requires you to lose no more than 10 tanks, while your enemy has ''more than 30 tanks, including the deadly Flak 88s'' in their arsenal, and their tanks have heavier armors and hit harder than your tanks. Have fun.
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** Mission 8 of 'The Liberation of Caen' campaign from ''Opposing Fronts'' has you use what force you have left from the last two missions to defend agaisnt the Panzer Elite onslaught from three different directions, and the enemy just loves throwing [[DemonicSpiders heavy tanks]] like [[LightningBruiser Tigers, Panthers]], [[GlassCannon Hetzers]], and the worst nightmare of all, [[MightyGlacier King Tigers and Jagdtigers.]] Not only you have to deal with all of them at once, the AI loves to make use of the ruined city landscape and the heavy night storm to hide themselves from sight and sneak past behind your defenses and surprise-attacks you where your defense is lacking, forcing you to send your precious tanks to deal with them first before they completely destroy your entire base, all the while leaving the areas where you are ''required'' to defend vulnerable to further attacks.
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* God have mercy on you if you play ''EuropaUniversalis III'' as one of the indigenous North or South American societies, even if you start in 1399. You do have some breathing room until the European countries show up on your doorstep, but you start out extremely poor, with no forts in your provinces, with your slider far on the decentralized end of the scale, and with your research way behind most other countries in the game. You might stand a chance if you manage to Westernize, but that requires that you survive for a fairly long time and have more than a bit of luck. Better hope that in your game the Ottoman Empire invades at least most of Europe!

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* God have mercy on you if you play ''EuropaUniversalis ''VideoGame/EuropaUniversalis III'' as one of the indigenous North or South American societies, even if you start in 1399. You do have some breathing room until the European countries show up on your doorstep, but you start out extremely poor, with no forts in your provinces, with your slider far on the decentralized end of the scale, and with your research way behind most other countries in the game. You might stand a chance if you manage to Westernize, but that requires that you survive for a fairly long time and have more than a bit of luck. Better hope that in your game the Ottoman Empire invades at least most of Europe!



* DarkReign has mission 5, which is infuriating no matter whose side you're on. The Freedom Guard get a hopeless level where they have to save up 30000 credits, while holding off waves of Imperium tanks. Wouldn't be so bad, if the [[GameBreaker Tachion Tanks]] didn't make their debut appearances in this level. As a result, the only viable tactics are to constantly build units, meaning you'll never hit your goal, or gather up everything you start with, bring it back to your base, and only build when absolutely necessary, meaning you'll get near your goal but get stomped by Tachion Tanks. As the Imperium, you have to destroy the Freedom Guard while protecting a MacGuffin located ''inside their base'', which they attack the moment you show up on their doorstep, meaning the only possible way to win is to build a horde of Tachion Tanks and pray you can break down their defenses quickly, destroy the units attacking said MacGuffin, and then hold out long enough to build some reinforcements and get them up there to mop up the rest. Oh, and the Freedom Guard get access to Martyrs in this level, meaning taking your eyes off your base for more than a minute means you'll find smoking holes where all your buildings used to be. While the rest of the levels after this get harder and harder, this one takes the cake for sheer frustration.

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* DarkReign ''VideoGame/DarkReign'' has mission 5, which is infuriating no matter whose side you're on. The Freedom Guard get a hopeless level where they have to save up 30000 credits, while holding off waves of Imperium tanks. Wouldn't be so bad, if the [[GameBreaker Tachion Tanks]] didn't make their debut appearances in this level. As a result, the only viable tactics are to constantly build units, meaning you'll never hit your goal, or gather up everything you start with, bring it back to your base, and only build when absolutely necessary, meaning you'll get near your goal but get stomped by Tachion Tanks. As the Imperium, you have to destroy the Freedom Guard while protecting a MacGuffin located ''inside their base'', which they attack the moment you show up on their doorstep, meaning the only possible way to win is to build a horde of Tachion Tanks and pray you can break down their defenses quickly, destroy the units attacking said MacGuffin, and then hold out long enough to build some reinforcements and get them up there to mop up the rest. Oh, and the Freedom Guard get access to Martyrs in this level, meaning taking your eyes off your base for more than a minute means you'll find smoking holes where all your buildings used to be. While the rest of the levels after this get harder and harder, this one takes the cake for sheer frustration.
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* - The Aftermath contains a mission where the Soviets have to face the Molotov Brothers, who in exchange for their Tesla Tank (and some other units you can't produce either) get most of the Allied ground vehicles and base defenses GAP Generator included, plus the Allies reinforce them with some units they didn't already have.
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* "Amon's Fall" itself is no walk in the park. The goal is to destroy rotating crystals when they're above ground. Kerrigan's energy reserves don't regenerate nearly as fast as they did in ''Heart of the Swarm''. Amon will constantly summon void crystals that not only summon more troops, but ones that can ''damage yours very heavily'' as well. Don't count on your AI allies to help much; they don't pitch in enough troops at a time to make a dent against the crystals that get close to their bases. As if fending off enemies and the [[DemonicSpiders defense crystals]] weren't bad enough, Amon quickly resorts to ''taking out chunks out of the ground belonging to your base and your allies' bases'', rendering the resources on those locations LostForever. Finally, and unlike other missions involving spots that summon Shadows of the Void, they cannot be permanently destroyed - at best you can make the Void Chasms dormant for some minutes, so it does not actually get easier at any point.

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* "Amon's Fall" itself is no walk in the park. The goal is to destroy rotating crystals when they're above ground. Kerrigan's energy reserves don't regenerate nearly as fast as they did in ''Heart of the Swarm''. Amon will constantly summon void crystals that not only summon more troops, but ones that can ''damage yours very heavily'' as well. Don't count on your AI allies to help much; they don't pitch in enough troops at a time to make a dent against the crystals that get close to their bases. As if fending off enemies and the [[DemonicSpiders defense crystals]] weren't bad enough, Amon quickly resorts to ''taking out chunks out of the ground belonging to your base and your allies' bases'', rendering the resources on those locations LostForever.[[PermanentlyMissableContent lost]]. Finally, and unlike other missions involving spots that summon Shadows of the Void, they cannot be permanently destroyed - at best you can make the Void Chasms dormant for some minutes, so it does not actually get easier at any point.

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Reformatted the Star Craft section to make the subsections more clear.


''[[VideoGame/StarcraftI Starcraft]]'':

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''[[VideoGame/StarcraftI Starcraft]]'':!! '''''[[VideoGame/StarcraftI Starcraft]]'''''



''[[VideoGame/StarcraftI Starcraft: Brood War]]:''

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''[[VideoGame/StarcraftI
!! '''''[[VideoGame/StarcraftI
Starcraft: Brood War]]:''War]]'''''



''[[VideoGame/StarcraftII Starcraft II: Wings of Liberty]]'':

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''[[VideoGame/StarcraftII
!! '''''[[VideoGame/StarcraftII
Starcraft II: Wings of Liberty]]'':Liberty]]'''''



''[[VideoGame/StarcraftII Starcraft II: Heart of the Swarm]]'':

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''[[VideoGame/StarcraftII
!! '''''[[VideoGame/StarcraftII
Starcraft II: Heart of the Swarm]]'':Swarm]]'''''



''[[VideoGame/StarcraftII Starcraft II: Legacy of the Void]]'':

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''[[VideoGame/StarcraftII
!! '''''[[VideoGame/StarcraftII
Starcraft II: Legacy of the Void]]'':Void]]'''''
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** ''WorldInConflict'' really loves to abuse this situation. Only it takes it a step further. Since the way you control territory is by means of control points, not only do you have to defend up to three points, you have to press on an offensive elsewhere. This wouldn't be bad if you had more than 4 tanks and 6 squads of troops, and you need about 1 tank and 2 squads minimum to hold a spot for a respectable amount of time.

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** ''WorldInConflict'' ''VideoGame/WorldInConflict'' really loves to abuse this situation. Only it takes it a step further. Since the way you control territory is by means of control points, not only do you have to defend up to three points, you have to press on an offensive elsewhere. This wouldn't be bad if you had more than 4 tanks and 6 squads of troops, and you need about 1 tank and 2 squads minimum to hold a spot for a respectable amount of time.



* ''EmpireEarth'' has the second Novaya Russia mission, where you're surrounded by enemies at a higher tech level (read: they get [[HumongousMecha giant killer robots]] and have little in the way of ressources, so you mostly end up having to protect your workers from attack.

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* ''EmpireEarth'' ''VideoGame/EmpireEarth'' has the second Novaya Russia mission, where you're surrounded by enemies at a higher tech level (read: they get [[HumongousMecha giant killer robots]] and have little in the way of ressources, so you mostly end up having to protect your workers from attack.



* ''HostileWaters: Antaeus Rising'': In the level where you return to island zero, If your first wave fails to cause crippling damage to the bugs' main production facilities, it becomes almost impossible for you to collect enough energy to clean the island. But the bugs, of course, have no similar problems.

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* ''HostileWaters: ''VideoGame/HostileWaters: Antaeus Rising'': In the level where you return to island zero, If your first wave fails to cause crippling damage to the bugs' main production facilities, it becomes almost impossible for you to collect enough energy to clean the island. But the bugs, of course, have no similar problems.
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''[[VideoGame/StarcraftII Starcraft II: Heart of the Swarm]]'':
* The Crucible. It's the one mission where you don't get Kerrigan as an overpowered hero unit, and to no one's surprise its the hardest of the lot. You have to defend an objective building for 25 minutes, similar to "All In." The problem is that the Zerg absolutely suck at playing the defensive. The new unit for the mission, the Swarm Host, is actually rather useless here, enemies attack in multiple directions forcing you to defend multiple choke points, they hit in large numbers, and they also send air units in to backdoor you. You can use a locust spawn every few minutes to summon minions to attack, and it is pretty much a requirement to stay alive.
''[[VideoGame/StarcraftII Starcraft II: Legacy of the Void]]'':
* "Last Stand". Imagine replaying "In Utter Darkness" from ''Wings of Liberty,'' but with no tech beyond Gateway units except for Immortals, a smaller base, no fallback position, ''and'' the Zerg are smart enough to send Banelings to bust down your wall-off. The mission pretty much forces you to turtle behind walls of turrets and wait it out.
* "Salvation", the final mission. Think of "All In" and "In Utter Darkness" ''combined''. You have to hold out zerg forces (With some BrainwashedAndCrazy protoss support) until the Keystone is fully charged. Problems are: The Keystone is '''again''' in a very unconvenient position, at the center of the map; you have three entrances that are only guarded at first by somewhat weak allies who will be attacked constantly (And Alarak has a very nasty tendency to [[LeeroyJenkins charge and die without giving you time to save him]]); finally, and while there are no hybrids to fight against, you instead have to fight the Golden Armada's divisions (Which ''will'' tag along with the zerg forces) as well as campaign-only zerg units, with ''Guardians'' among them, ready to hammer your base defenses if you decided to put Photon Cannons as meat shields. In terms of resources, there are aplenty, but like in "In Utter Darkness", your expansion is in a vulnerable position, next to the northern entrance - if you do something as mundane as keeping a Pylon near it, your expansion's going down as soon as Vorazun's base is overrun. [[OhCrap And this is not all]] - the Spear of Adun's active abilities are being deactivated the further you are in the mission. The last point of mention is that, while obvious, you don't control the best defensive faction in this mission (The terrans) unlike "All In". To sum up: Good luck, you will need it and '''much''' more.
* "The Essence of Eternity," the penultimate level in the epilogue, is actually ''more'' difficult than the actual final mission. You have to defend ''four'' chokepoints, the way the terrain is laid out your high ground advantage is not very significant, the enemy will hit hard from all directions using units from all three races, and the attacks come early and frequently. You're given a unique hero unit that, like the drill from "The Dig,", can attack across the entire map for heavy damage. However, using the hero unit delays its power charge, making the mission last longer since the objective is to defend it until it reaches full power. Additionally, you're given two AI allied armies to help you, but they're barely a footnote in the mission's gameplay; they suffer from ArtificialStupidity that results in a weak and easily broken defense, because of the way the alliance was programmed your Medivacs and Science Vessels won't automatically heal them, and one of the allied armies is Zerg, whose creep stops you from reinforcing them with defensive structures. The end result is similar to "All In" from ''Wings of Liberty'' made even worse.
* "Amon's Fall" itself is no walk in the park. The goal is to destroy rotating crystals when they're above ground. Kerrigan's energy reserves don't regenerate nearly as fast as they did in ''Heart of the Swarm''. Amon will constantly summon void crystals that not only summon more troops, but ones that can ''damage yours very heavily'' as well. Don't count on your AI allies to help much; they don't pitch in enough troops at a time to make a dent against the crystals that get close to their bases. As if fending off enemies and the [[DemonicSpiders defense crystals]] weren't bad enough, Amon quickly resorts to ''taking out chunks out of the ground belonging to your base and your allies' bases'', rendering the resources on those locations LostForever. Finally, and unlike other missions involving spots that summon Shadows of the Void, they cannot be permanently destroyed - at best you can make the Void Chasms dormant for some minutes, so it does not actually get easier at any point.
* "Templar's Return". Part 1 is simple enough. Part 2 is where the fun starts - it is an UnwinnableByDesign[=/=]UnwinnableByMistake level where proceeding is impossible if you do not have an army totalling 60 seats. Kill off too many mechanical enemy units? You're hosed, since there's hardly enough resource to build an army of 60 (and it's just too easy given Fenix's eagerness to rush into battle). And then there's Part 3, with it's AdvancingWallOfDoom and corrupted zerg pulling off a constant unending ZergRush on you.
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** - Counterstrike was even harsher to the Allies, which had no less than three missions where supply trucks would cause you to lose by running off the map at various points. The second had seven convoys, the sixth of which would come from offscreen through your base, possibly dropping nuke crates which may destroy most of it. On this mission, these's no Soviet base to destroy; stopping the trucks is the only win condition. If you can even find the last one with your radar destroyed.
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* "Legacy of Tesla" from the Counterstrike expansion is incredibly counter-intuitive. The idea is to destroy a prototype nuclear MiG. A "prototype" that can be replaced over and over, mind you. So, these new Tesla Tanks must be important to the mission, right? No. The MiG's landing strip is overseas, but you don't have a Construction Yard or Sub Pen, so you'll have to capture the Allied Naval Yard. Don't capture it though, as this provoke nuclear retaliation. What you're supposed to do is capture a Construction Yard, build a Naval Yard and many AA Guns to ward off helicopters, and send units to attack an island.
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** One of the worst ones is in ''CompanyOfHeroes'', mission 12 and 13. Your main objective is to defend not one, but '''two''' locations: Hill 317 and a little town nearby called Mortain. The first part isn't too bad, it's mostly driving the Axis out. The second part however, will really test players, as if the game wasn't hard enough up until then. Not only will you be pounded from every direction on Hill 317 (and you have to defend Mortain), but the Axis will pound you with mortars and 88 flak guns. And all you're given is whatever you were able to save from the last mission plus a howitzer.

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** One of the worst ones is in ''CompanyOfHeroes'', ''VideoGame/CompanyOfHeroes'', mission 12 and 13. Your main objective is to defend not one, but '''two''' locations: Hill 317 and a little town nearby called Mortain. The first part isn't too bad, it's mostly driving the Axis out. The second part however, will really test players, as if the game wasn't hard enough up until then. Not only will you be pounded from every direction on Hill 317 (and you have to defend Mortain), but the Axis will pound you with mortars and 88 flak guns. And all you're given is whatever you were able to save from the last mission plus a howitzer.
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** The second level of the Saladin campaign, ''Lion of Arabia''. You're tasked with destroying Reynald's Bandits, Reynald's Raiders, and Reynald's Pirates, while protecting the cities of Aqaba and Medina. Reynald's Bandits consists of several groups of Castle Age-strength units scattered across the map, Raiders has a well-defended fort along the upper edge of the map, and Pirates is holed up on an island across the sea. You start in the Feudal Age, with a miniscule base and next to no starting resources or military units. Aqaba and Medina are completely useless; all they can do is annoy the shit out of you with the same soundbites every time one of their caravans gets killed. You can't venture into the ocean without your ships getting sunk by the Pirates, and the Raiders will take the offensive very quickly. Even worse, while most teams in this scenario are restricted to the Castle Age, Reynald's Pirates ''aren't'', and they have no problem showing up with Galleons and transports full of Cavaliers.

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** The second level of the Saladin campaign, ''Lion of Arabia''. You're tasked with destroying Reynald's Bandits, Reynald's Raiders, and Reynald's Pirates, while protecting the cities of Aqaba and Medina. Reynald's Bandits consists of several groups of Castle Age-strength units scattered across the map, Raiders has a well-defended fort along the upper edge of the map, and Pirates is holed up on an island across the sea. You start in the Feudal Age, with a miniscule base and next to no starting resources or military units. Aqaba and Medina are completely mostly useless; all they can do is annoy occasionally tribute you resources, except when they're annoying the shit crap out of you with the same soundbites every time one of their caravans gets killed. You can't venture into the ocean without your ships getting sunk by the Pirates, and the Raiders will take the offensive very quickly. Even worse, while most teams in this scenario are restricted to the Castle Age, Reynald's Pirates ''aren't'', and they have no problem showing up with Galleons and transports full of Cavaliers.



*** Then ''The Lion and the Demon'' tops ''Jihad!''. You are required to build and defend a wonder in Acre, while holding off ''five different Crusader armies'': Genoese (warships), the Franks (cavalry, gunpowder units, and rams), Knights Templar (rams, Teutonic Knights, and cavalry), Jerusalem (camels, onagers, and trebuchets), and Richard the Lionhearted (longbowmen, cavalry, and mixed siege weapons, including two unique trebuchets). You have some resources inside your walls, but they'll run out quickly (especially your very limited wood supply). There's no real way to bottleneck the attackers; they come from both north and west, almost constantly. This is widely considered the hardest scenario in the game, and for good reason.

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*** Then ''The Lion and the Demon'' tops ''Jihad!''. You are required to build and defend a wonder in Acre, while holding off ''five different Crusader armies'': Genoese (warships), the Franks (cavalry, gunpowder units, and rams), Knights Templar (rams, Teutonic Knights, and cavalry), Jerusalem (camels, onagers, and trebuchets), and Richard the Lionhearted (longbowmen, cavalry, and mixed siege weapons, including two unique trebuchets). You have some resources inside your walls, but they'll run out quickly (especially your very limited wood supply). There's no real way to bottleneck the attackers; they come from both north and west, almost constantly. This is widely considered the hardest scenario in the game, and for good reason. [[Spoiler:However, you can build the Wonder on an island in the west of the map, where only Genoese can attack it.]]



** There's also "The Siege of Paris", the second-last mission in the Joan of Arc campaign, an EscortMission with NO HEALERS to support your forces. To make things worse, you will have to go through a heavily guarded city fill with longbowmen and halberdiers. You will also have to rescue the villagers in the city and AT LEAST SIX OUT OF TEN of them must reach the destination.

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** There's also "The Siege of Paris", the second-last mission in the Joan of Arc campaign, an EscortMission with NO HEALERS to support your forces. To make things worse, you will have to go through a heavily guarded city fill filled with longbowmen and halberdiers. You will also have to rescue the villagers in the city and AT LEAST SIX OUT OF TEN of them must reach the destination.
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** The second level of the Saladin campaign. Where to start? The fact that you are still restricted to the Castle Age, while your enemies can go all the way up to Imperial? The way that you start out with almost nothing, up against Reynalds' Bandits, which consist of a small army, and the Raiders and Pirates, both of whom are building their own? The knowledge that you have to protect two almost-useless allies who do nothing but [[MostAnnoyingSound scream at you]] every time the enemies look menacingly at one of their caravans? The way that there are almost no resources near your base, forcing you to herd sheep ''across the map'' just to get enough resources so your enemies don't wipe you out with one misplaced sneeze? The way that even if you somehow manage to destroy the first two enemies, the third is probably so well entrenched by this point that it'll take an hour and a half to defeat him?

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** The second level of the Saladin campaign. Where campaign, ''Lion of Arabia''. You're tasked with destroying Reynald's Bandits, Reynald's Raiders, and Reynald's Pirates, while protecting the cities of Aqaba and Medina. Reynald's Bandits consists of several groups of Castle Age-strength units scattered across the map, Raiders has a well-defended fort along the upper edge of the map, and Pirates is holed up on an island across the sea. You start in the Feudal Age, with a miniscule base and next to start? The fact that no starting resources or military units. Aqaba and Medina are completely useless; all they can do is annoy the shit out of you with the same soundbites every time one of their caravans gets killed. You can't venture into the ocean without your ships getting sunk by the Pirates, and the Raiders will take the offensive very quickly. Even worse, while most teams in this scenario are still restricted to the Castle Age, while your enemies can go all the way Reynald's Pirates ''aren't'', and they have no problem showing up to Imperial? The way that you start out with almost nothing, up against Reynalds' Bandits, which consist of a small army, Galleons and the Raiders and Pirates, both transports full of whom are building their own? The knowledge that you have to protect two almost-useless allies who do nothing but [[MostAnnoyingSound scream at you]] every time the enemies look menacingly at one of their caravans? The way that there are almost no resources near your base, forcing you to herd sheep ''across the map'' just to get enough resources so your enemies don't wipe you out with one misplaced sneeze? The way that even if you somehow manage to destroy the first two enemies, the third is probably so well entrenched by this point that it'll take an hour and a half to defeat him?Cavaliers.

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** TwoWords: [[NintendoHard Thaddis Sabbah]]. As mentioned above, the scaling enemy fleets can make parts of the game ridiculously difficult, but this level takes it up to eleven. Your objective is to rescue a prisoner from a space station. The fleet guarding said station ''at least'' outnumbers your own three to one. You can only have two battlecruisers at the same time - your enemies will have seven - and as mentioned on the ''VideoGame/{{Homeworld}}'' main page, their fighters will possibly outnumber every fighter you've built in every mission in the entire game combined. If you're unlucky, you could easily spend something like a third of the total playtime on a playthrough trying to beat this one mission. ''Out of 14''. The difficulty was nerfed in a patch, with good reason.

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** TwoWords: [[NintendoHard Thaddis Sabbah]]. As mentioned above, the scaling enemy fleets can make parts of the game ridiculously difficult, but this level takes it up to eleven. Your objective is to rescue a prisoner from a space station. The fleet guarding said station ''at least'' outnumbers your own three to one. You can only have two battlecruisers at the same time - your enemies will have seven - and as mentioned on the ''VideoGame/{{Homeworld}}'' main page, their fighters will possibly outnumber every fighter you've built in every mission in the entire game combined. If you're unlucky, you could easily spend something like a third of the total playtime on a playthrough trying to beat this one mission. ''Out of 14''. The difficulty was nerfed in a patch, with good reason.

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