History ThatOneLevel / TheLegendOfZelda

12th Jun '18 6:04:59 AM Racoon7
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* Stone Tower Temple is a nightmare to get to in the first place, and you constantly have to switch masks, play the Elegy of Emptiness, and watch endless cutscenes of blocks moving. The slightest slip-up could cost you a lot of progress, if not force you back to the beginning. There's a bizarre LightAndMirrorsPuzzle where the mirrors absorb light, and you have to figure it out while GoddamnedBats attack you (it's ''slightly'' easier with a GuideDangIt solution). It also contains ThatOneSidequest, where two of the stray fairies you have to collect require you to do something deep in the temple, go outside and flip it upside down, go back to the same room and do something else, and then go back outside and turn it right-side up again.

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* Stone Tower Temple is a nightmare to get to in the first place, and you constantly have to switch masks, play the Elegy of Emptiness, Emptiness (consisting of eight notes), and watch endless cutscenes of blocks moving. The slightest slip-up could cost you a lot of progress, if not force you back to the beginning. There's a bizarre LightAndMirrorsPuzzle where the mirrors absorb light, and you have to figure it out while GoddamnedBats attack you (it's ''slightly'' easier with a GuideDangIt solution). It also contains ThatOneSidequest, where two of the stray fairies you have to collect require you to do something deep in the temple, go outside and flip it upside down, go back to the same room and do something else, and then go back outside and turn it right-side up right-side-up again.
12th Jun '18 5:59:26 AM Racoon7
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* The Forest Temple can become a real pain if you missed a key.

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* The Forest Temple can become a real pain if you missed a key. Also at one point in order to progress, you have to jump down a dark hole you'd normally consider a deadly chasm, but since the whole place is rotated at that point, it's actually a corridor forward.
3rd Apr '18 12:42:21 PM 64SuperNintendo
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* Levels 4-2 introduces a new mechanic: {{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 four or five red bubbles and only one 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 that's where they put the Raft.

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* Levels Level 4-2 introduces a new mechanic: {{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 four or five red bubbles and only one 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 that's where they put the Raft.
30th Mar '18 10:31:49 AM mario0987
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* Akkala Tower requires you to go through a ruined citadel full of Black Bokoblins, Moblins, and Guardian Skywatchers. The only way to avoid them is to climb the walls of the place. The tower itself is flooded with malice, although if you have a Cursed Eye, you can clear a small patch of Malice protecting a metal plank, which you can move to use as a bridge to reach the tower.

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* Akkala Tower requires you to go through a ruined citadel full of Black Bokoblins, Moblins, and Guardian Skywatchers. The only way to avoid them is to climb the walls of the place. The tower itself is flooded with malice, although if you have to find a Cursed Eye, you can clear Eye in this really large pool and realise that defeating it only clears up a small part of the Malice. This small patch of Malice protecting protects a metal plank, which you can move to use as a bridge to reach the tower.


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* Divine Beast Vah Noboris is the largest of the Divine Beasts and has some fairly annoying puzzles in it. The map controls have three different things that can be moved and each of them has four different positions they can be in (compared to Medoh and Rudania only changing between two or three different positions and only Ruta's trunk getting controlled). Some of the puzzles also involve making the controllable portions line up. And when finished there is [[ThatOneBoss Thunderblight Ganon]] to deal with.
* In the Champion's Ballad DLC, the trials that begin the quest make everything else in the game look like a cakewalk by comparison. You are given a weapon called the One Hit Obliterator which does exactly what it says and lets you kill any enemy in one hit. The trouble is it also lets enemies do the same to you and it only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Using the Obliterator, four different enemy camps need to be taken out; the enemies within often have a lot of weapons with long reach and some have long range weapons too meaning one slip up will cause a game over and they all have horns so if one sees you, the rest will be alerted to you as well. It is actually more efficient to use bows and arrows to deal with these camps. The Shrines unlocked when the enemies get defeated are not exactly easy (much of the difficulty comes from you only having one quarter heart) but they are a breather compared to the camps.
9th Mar '18 3:43:56 PM Steven
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* The Yiga Clan Hideout is a forced StealthBasedMission where you have to sneak your way around to recover the Gerudo's Thunderhelm. While the Yiga Footsoldiers can be distracted with bananas so you can OneHitKill them with a Sneak Strike, they move ''very'' slowly and you'll be forced to wait around to make your next move. If you are spotted (which can happen quite easily due to the enemies in the place having a big cone of vision), all the footsoldiers in the area are alerted to your presence and they'll also summon the more nimbler scouts to fight you. While you ''can'' fight them all and survive, getting hit just once by a footsoldier will instantly kill you no matter how much defense or hearts you have. Getting killed at the hideout won't activate your faries or Mipha's Grace because it's implied the soldiers are too strong for Link to handle, even though you can fight them outside of the hideout with little trouble and only taking moderate damage from them. Luckily, Ancient Arrows can kill the guards in one shot, but finding said arrows is a crapshoot and getting the materials to craft the arrows requires killing many [[EliteMook Guardians]].
8th Mar '18 1:48:38 PM MyFinalEdits
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* Similarly to the Water Temple, but not nearly as bad, the Forest Temple can become a real pain if you missed a key.

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* Similarly to the Water Temple, but not nearly as bad, the The Forest Temple can become a real pain if you missed a key.



** Keep in mind that Snowhead Temple is mostly a giant vertical shaft, meaning that you could easily fall down to a much, much lower level.
8th Mar '18 7:43:46 AM 64SuperNintendo
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[[folder:''The Legend Of Zelda'']]

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[[folder:''The Legend Of of Zelda'']]



[[folder:''A Link To The Past'']]

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[[folder:''A Link To The to the Past'']]



[[folder:''Wind Waker'']]

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[[folder:''Wind [[folder:''The Wind Waker'']]



[[folder:''Breath Of The Wild'']]

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[[folder:''Breath Of The of the Wild'']]
17th Feb '18 3:34:32 PM DCorp123
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** A few gamers accidentally missed the Blue Tunic, an item which gives Link SuperNotDrowningSkills. Without it, it's still possible to beat the Water Temple, but it's obscenely difficult. Nowadays, it's a SelfImposedChallenge to be able to beat the temple without the Blue Tunic.

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** Even getting to the dungeon can be incredibly obtuse and confusing. A few gamers accidentally missed the Blue Tunic, an item which gives Link SuperNotDrowningSkills. Without it, it's still possible to beat the Water Temple, but it's obscenely difficult. Nowadays, it's a SelfImposedChallenge to be able to beat the temple without the Blue Tunic.



* Similarly to the Water Temple, but not nearly as bad, the Forest Temple can become a real pain if you missed a key.



** Keep in mind that Snowhead Temple is mostly a giant vertical shaft, meaning that you could easily fall down to a much, much lower level.



[[folder:''Wind Waker'']]
* Most of the dungeons in this game are relatively easy, but the Wind Temple serves as a huge difficulty spike! It's the second escort dungeon in the game, so you have to carry Makar around everywhere you go. However, the center of the dungeon is a long vertical shaft with a fan that turns on and off, with a ton of doors connecting it. Finding where you need to go next and bringing Makar there can be a ginormous pain.
* Sneaking around the Forsaken Fortress shouldn't be too hard, if it wasn't at the very beginning of the game and the Moblins were placed in the most irritating spots.
* Phantom Ganon's maze can count as That One Level mostly for being so tedious. Imagine the Lost Woods in Ocarina of Time, but you have to fight a miniboss in every room. This segment will take you forever!
[[/folder]]



* The Palace of Winds is also incredibly difficult at times, forcing you to use the Roc's Cape perfectly to get across some tricky platforming. And if that's not enough, the dungeon is twice as long as most of the others in the game, the miniboss is a Darknut, and there are a ton of enemies to defeat.



* Lakebed Temple hangs a {{Lampshade|d}} on the infamy of ''Ocarina of Time'''s Water Temple, as Midna will comment on how hard the dungeon appears to be, especially finding all the keys. It's not nearly as hard to find the keys as in the Water Temple -- but you do have to pull multiple levers in the main room to change its layout, and many of them lead to dead ends.

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** Speaking of Lanayru Province, riding the Shadow Kargorok can be either incredibly difficult or incredibly tedious.
* Lakebed Temple hangs a {{Lampshade|d}} on the infamy of ''Ocarina of Time'''s Water Temple, as Midna will comment on how hard the dungeon appears to be, especially finding all the keys. It's not nearly as hard to find the keys as in the Water Temple -- but you do have to pull multiple levers in the main room to change its layout, and many of them lead to dead ends.
17th Jan '18 9:18:35 AM patrickab13
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* Level 5-1 is your first encounter with the Blue Darknuts and you have to fight through two rooms worth of them to get the dungeon item. Especially difficult if you don't have the Magic Sword yet.
17th Dec '17 7:30:57 PM SirVancelot131
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* Level 5-2 forces you to face Wizzrobes with your White Sword. One room in particular is in a spiral staircase packed with blue Wizzrobes, with basically nowhere to dodge, forcing you to just power your way through and eat as many hits as possible.

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* Level 5-2 forces you to face Wizzrobes with your White Sword.Sword, unless you brave your way to the stepladder in Level 6 beforehand and grab the far east heart container early. One room in particular is in a spiral staircase packed with blue Wizzrobes, with basically nowhere to dodge, forcing you to just power your way through and eat as many hits as possible.
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