History ThatOneLevel / TheLegendOfZelda

4th Sep '17 12:33:11 PM HalcyonDayz
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* Levels 4-2 introduces a new mechanic - NPCs that mug you for either 50 rupees, or ''permanent'' loss of one HeartContainer. It also introduces red and blue bubbles - red bubbles cause you to be unable to draw your sword until you hit a blue bubble, and often a room will have 4 or 5 red bubbles and only 1 blue bubble. It also has a remarkable GuideDangIt moment - there's a walk through wall ''in the room with the Triforce piece'' where you'd never, ever think to look for it - and if you don't find it you'll never find the Raft either because the Raft is back there.

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* Levels 4-2 introduces a new mechanic - NPCs {{Non Player Character}}s that mug you for either 50 rupees, or ''permanent'' loss of one HeartContainer. It also introduces red and blue bubbles - red bubbles cause you to be unable to draw your sword until you hit a blue bubble, and often a room will have 4 or 5 red bubbles and only 1 blue bubble. It also has a remarkable GuideDangIt moment - there's a walk through wall ''in the room with the Triforce piece'' where you'd never, ever think to look for it - and if you don't find it you'll never find the Raft either because the Raft is back there.
18th Jun '17 11:08:55 AM Piterpicher
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-->'''NintendoCaprisun''': I love how the camera pans up to show you just how much shit you have to do.

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-->'''NintendoCaprisun''': -->'''LetsPlay/NintendoCaprisun''': I love how the camera pans up to show you just how much shit you have to do.
3rd Jun '17 2:57:00 PM billybobfred
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* Going up Death Mountain to reach Goron Ciy the first time as well. The area is so hot that without proper protection Link gets hurt. The creatures that can be made into elixers to protect against the heat can only be found on Death Mountain itself and the Fireproof Armour must be bought in Goron City and the likelihood you can survive long enough to find them is small. Fireproof Elixirs can be bought from an NPC at nearby stables but you have to find it first.

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* Going up Death Mountain to reach Goron Ciy City the first time as well. The area is so hot that without proper protection Link gets hurt. The creatures that can be made ''bursts into elixers flames''. The "correct" method is to protect against find the heat can only be found on nearby stable and buy some Fireproof Elixirs, but given the WideOpenSandbox nature of the game, it's fairly likely you'll approach Death Mountain itself and from a direction that skips the stable. Barring this, then, you can either make your own elixirs (with creatures [[TheKeyIsBehindTheLock found only on Death Mountain]]) or buy Fireproof Armour must be bought Armor (from a shop [[TheKeyIsBehindTheLock in Goron City and the likelihood you can survive long enough to find them is small. Fireproof Elixirs can be bought from an NPC at nearby stables but you have to find it first.City]]). Have fun tanking dozens of hearts of damage!
24th May '17 11:41:59 AM mario0987
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* The combined EscortMission and stealth sequence that makes up the battle against Vah Rudania. Ironically it is not the escorting that is the problem as your escort has a barrier to protect him and you can tell him to stop at anytime but he will run if it the going gets tough. Knocking out the sentries with metal blocks can be difficult due to the controls (and it is a bit difficult to realise you can do this) but the biggest problem comes from a few Moblins on the way up who are powerful and can easily not you off the mountain.

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* The combined EscortMission and stealth sequence that makes up the battle against Vah Rudania. Ironically it is not the escorting that is the problem as your escort has a barrier to protect him and you can tell him to stop at anytime but he will run if it the going gets tough. Knocking out the sentries with metal blocks can be difficult due to the controls (and it is a bit difficult to realise you can do this) but the biggest problem comes from a few Moblins on the way up who are powerful and can easily not knock you off the mountain.
24th May '17 11:41:04 AM mario0987
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Added DiffLines:

[[folder:''Breath Of The Wild'']]
* Akkala Tower. To get there requires going through a ruined citadel full of Black Bokoblins and Moblins plus Guardian Skywatchers. The other way is to climb the walls of the place. Once you get there you will find the entire area flooded with Malice. Actually climbing the tower is not as bad as getting there but requires finding a Cursed Eye and destroying it to clear a very small patch of Malice protecting a metal plank, then moving that plank so it can be used as a bridge to reach the tower.
* The road to Zora's Domain the first time you go there. The path is narrow, winding, long and full of enemies and some have [[ThatOneAttack electric attacks]]. It's also raining so there is no way to take a shortcut by climbing.
* Going up Death Mountain to reach Goron Ciy the first time as well. The area is so hot that without proper protection Link gets hurt. The creatures that can be made into elixers to protect against the heat can only be found on Death Mountain itself and the Fireproof Armour must be bought in Goron City and the likelihood you can survive long enough to find them is small. Fireproof Elixirs can be bought from an NPC at nearby stables but you have to find it first.
* The combined EscortMission and stealth sequence that makes up the battle against Vah Rudania. Ironically it is not the escorting that is the problem as your escort has a barrier to protect him and you can tell him to stop at anytime but he will run if it the going gets tough. Knocking out the sentries with metal blocks can be difficult due to the controls (and it is a bit difficult to realise you can do this) but the biggest problem comes from a few Moblins on the way up who are powerful and can easily not you off the mountain.
[[/folder]]
5th May '17 1:38:57 PM Isaac_Heller
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* The entire process of ''reaching'' the Sandship dungeon is excruciating, as you need to visit Scrapper's Hideout, the Shipyard, ''and'' the Pirate's Fortress first, all of which are essentially mini-dungeons in of themselves (the Shipyard even throws you into an unexpected rematch with the Lanayru Mining Facility's boss!) And ''then'' you have to still have to sail in a boat, search for an invisible ship, and blast it with a cannon several times before you can finally engage the real dungeon, and the boat's controls are wonky at best.

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* The entire process of ''reaching'' the Sandship dungeon is excruciating, as you need to visit Scrapper's Skipper's Hideout, the Shipyard, ''and'' the Pirate's Fortress first, all of which are essentially mini-dungeons in of themselves (the Shipyard even throws you into an unexpected rematch with the Lanayru Mining Facility's boss!) And ''then'' you have to still have to sail in a boat, search for an invisible ship, and blast it with a cannon several times before you can finally engage the real dungeon, and the boat's controls are wonky at best.
5th May '17 1:37:46 PM Isaac_Heller
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Added DiffLines:

* The entire process of ''reaching'' the Sandship dungeon is excruciating, as you need to visit Scrapper's Hideout, the Shipyard, ''and'' the Pirate's Fortress first, all of which are essentially mini-dungeons in of themselves (the Shipyard even throws you into an unexpected rematch with the Lanayru Mining Facility's boss!) And ''then'' you have to still have to sail in a boat, search for an invisible ship, and blast it with a cannon several times before you can finally engage the real dungeon, and the boat's controls are wonky at best.
26th Apr '17 7:18:55 PM McJeff
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* Level 6. Being the first appearance of the [[DemonicSpiders Wizzrobe]] enemy, and also swarming with shield-eating Like Likes and paralyzing Bubbles. This applies to the second quest as well.
* Levels 4 and 7 in the second quest. For these two, hopefully you brought at least 50 rupees in with you, otherwise you'll be either backtracking to get more money, or losing an irreplaceable HeartContainer to continue through the level. Level 4 also introduces the dreaded Red Bubbles, which will jinx you and you won't be able to use your sword until you either use a potion or touch a Blue Bubble.

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* Level 6.4-1 teems with Vires, and as you'll be wielding the White Sword at the time, you can't kill them so they stay dead. Also, most of the level is blacked out, forcing you to constantly use the candle. Oh, and for the boss, you meet Gleeok for the first time.
* Level 6-1.
Being the first appearance of the [[DemonicSpiders Wizzrobe]] enemy, and also swarming with shield-eating Like Likes and paralyzing Bubbles. This applies It's quite common among Zelda players to complete the second quest as well.
much easier Level 7 and tough-but-not-as-tough Level 8 first, saving Level 6 for last.
* Levels 4 and 7 in the second quest. For these two, hopefully 4-2 introduces a new mechanic - NPCs that mug you brought at least 50 rupees in with you, otherwise you'll be for either backtracking to get more money, 50 rupees, or losing an irreplaceable HeartContainer to continue through the level. Level 4 ''permanent'' loss of one HeartContainer. It also introduces the dreaded Red Bubbles, which will jinx red and blue bubbles - red bubbles cause you and you won't to be able unable to use draw your sword until you hit a blue bubble, and often a room will have 4 or 5 red bubbles and only 1 blue bubble. It also has a remarkable GuideDangIt moment - there's a walk through wall ''in the room with the Triforce piece'' where you'd never, ever think to look for it - and if you don't find it you'll never find the Raft either use because the Raft is back there.
* Level 5-2. The reason this level is such
a potion or touch bastard is because you're going to be facing down Wizzrobes with your White Sword. Even then it wouldn't be too, too bad except for one particular room. The room's a Blue Bubble.spiral leading to a staircase and packed with blue wizzrobes, and you ''literally'' have nowhere to dodge. Hopefully you brought a potion, because you'll likely need both doses to get through that one room
* Level 8-2. The monsters aren't all that tough, but the level is the most complicated maze in the entire game - full of one-way secret passages and one way doors - and lots of dodongos, which means running out of bombs is a constant issue.
22nd Apr '17 2:37:41 PM Willbyr
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[[caption-width-right:350:There was a sword shop? Yeah, not going back in there to find it.]]
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20th Apr '17 1:58:08 AM AnotherDuck
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[[quoteright:350:VideoGame/TheLegendOfZeldaOcarinaOfTime http://static.tvtropes.org/pmwiki/pub/images/rsz_tumblr_l5wkfead751qcah8fo1_500.gif]]]]

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[[quoteright:350:VideoGame/TheLegendOfZeldaOcarinaOfTime [[quoteright:350:[[VideoGame/TheLegendOfZeldaOcarinaOfTime http://static.tvtropes.org/pmwiki/pub/images/rsz_tumblr_l5wkfead751qcah8fo1_500.gif]]]]



** The second reason for the Water Temple being so hard is because, after some time exploring the temple and dealing with the different levels of the water's volume, you will get a key that ''must'' go to a certain door, but this door is not the first locked door that you encounter and you will undoubtedly use the key on the wrong door. If you do mess up, it takes much longer.[[note]](One very persistent rumor is that it's possible to use the keys in the wrong order, and [[UnwinnableByMistake fail the whole temple]]. That's right, many players still believe you can actually permanently screw up the Water Temple. And what does that mean? Restart your file! You ''can'' get into situations where it ''seems'' like this is the case -- you can actually still solve it if you take the right course of action, but if you can't manage to find that action, it seems like you're stuck forever).[[/note]] The key in question is most likely the one in the basement area of the temple's central pillar/tower-like structure. In a vertical area filled with spikes, narrow walkways and floating platforms, the natural thing is to go up, riding the floating platforms as you make the water level rise. It's not at all apparent that the player must then jump back into the water and swim down into the nest of spikes, which will reveal a hole that was previously blocked and obscured by the previously mentioned floating platform. Finding this key makes the temple significantly easier, and since the player always seems to be missing just one damn key, the shortage of keys situation is far less likely to happen when this area is fully investigated. They also attempted to rectify this problem in the 3DS version by changing the cutscene when you raise the water level to make it more obvious that a new path was opened up beneath the floating block.

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** The second reason for the Water Temple being so hard is because, after some time exploring the temple and dealing with the different levels of the water's volume, you will get a key for a door. The problem is that ''must'' go if you use it to a certain open the wrong door, but this the temple takes much longer. The right door is not the first locked door that you encounter and you will undoubtedly use the key on the wrong door. If you do encounter, which means it's likely to mess up, it takes much longer.up.[[note]](One very persistent rumor is that it's possible to use the keys in the wrong order, and [[UnwinnableByMistake fail the whole temple]]. That's right, many players still believe you can actually permanently screw up the Water Temple. And what does that mean? Restart your file! You ''can'' get into situations where it ''seems'' like this is the case -- you can actually still solve it if you take the right course of action, but if you can't manage to find that action, it seems like you're stuck forever).[[/note]] The key in question is most likely the one in the basement area of the temple's central pillar/tower-like structure. In a vertical area filled with spikes, narrow walkways and floating platforms, the natural thing is to go up, riding the floating platforms as you make the water level rise. It's not at all apparent that the player must then jump back into the water and swim down into the nest of spikes, which will reveal a hole that was previously blocked and obscured by the previously mentioned floating platform. Finding this key makes the temple significantly easier, and since the player always seems to be missing just one damn key, the shortage of keys situation is far less likely to happen when this area is fully investigated. They also attempted to rectify this problem in the 3DS version by changing the cutscene when you raise the water level to make it more obvious that a new path was opened up beneath the floating block.
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