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* 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. It's easy to get lost, or to be spotted and tossed back into the cell at the very beginning. It's not hard in NES sense of a lot of difficult enemies or the need to make precise movements with no time to think, it's just ''so tedious'' as you do a lot of waiting for Moblins to slooooowly walk past (sometimes changing direction, too, so that Moblin you need to sneak past might be between you and the door for ''several'' minutes. Why yes, there ''are'' more on the other side that'll require you to do the same.) You can expect a lot of redoing the same rooms, and a lot of walking around the same places over and over as you were ''sure'' you read the map right and knew where to go next but somehow you're back to the same place again. For added insult, ''you have to go back there later in the game.'' To be fair, the second visit is much easier as Link can now fight his enemies as soon as they detect him. This makes it a ''little'' less painful... but a little less painful than ''that'' is still pretty damn painful.

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* 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. It's easy to get lost, or to be spotted and tossed back into the cell at the very beginning. It's not hard in NES sense of a lot of difficult enemies or the need to make precise movements with no time to think, it's just ''so tedious'' as you do a lot of waiting for Moblins to slooooowly walk past (sometimes changing direction, too, so that Moblin you need to sneak past might be between you and the door for ''several'' minutes. Why yes, there ''are'' more on the other side that'll require you to do the same.) You can expect a lot of redoing the same rooms, and a lot of walking around the same places over and over as you were ''sure'' you read the map right and knew where to go next but somehow you're back to the same place again. For added insult, ''you have to go back there later in the game.'' To be fair, the second visit is much easier as Link now has the Master Sword by that point and can now fight his enemies as soon as they detect him. This makes it a ''little'' less painful... but a little less painful than ''that'' is still pretty damn painful.
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** Link needs the Iron Boots to explore the temple, as they allow him to sink to the floor underwater. But he has to take them off to float again if he wants to go back up. In the original game, using the Iron Boots was a tedious task, as equipping and dequipping them requires you to pause the game and open the equipment menu. The 3DS version fixed this by allowing you to map the Iron Boots to one of the shortcut buttons.

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** Link needs the Iron Boots to explore the temple, as they allow him to sink to the floor underwater. But he has to take them off to float again if he wants to go back up. In the original game, using the Iron Boots was a tedious task, as equipping and dequipping them requires you to pause the game and open the equipment menu. The 3DS version fixed this by allowing you to map the Iron Boots (along with the Hover Boots) to one of the shortcut buttons.
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* Remember Eventide Island from ''Breath of the Wild'' where you're stripped naked of your gear and had to scavenge whatever you could find to defend yourself? There are several shrines in ''Tears of the Kingdom'' that take that concept and run with it. Every Proving Grounds shrine will have some gimmick to mix things up, such as one shrine having a moat and an island in the middle while another shrine will have [[BlackoutBasement complete darkness]]. Without your gear, Link effectively has zero defense, thus enemies can hit quite hard and can easily kill him in one or two hits unless you managed to have gotten a lot of Heart Containers to offset the damage. Enemies that use long sticks and Zonai devices like Flame Emitters will be your worst foes to face due to their sheer long range capabilities. Since you can't proceed until you beaten all the Constructs, you'll have to play it safe and avoid being hit as much as possible or risk dying and having to start the trial over from the beginning.

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* Remember Eventide Island from ''Breath of the Wild'' where you're stripped naked of your gear and had to scavenge whatever you could find to defend yourself? There are several shrines in ''Tears of the Kingdom'' that take that concept and run with it. Every Each of the Proving Grounds shrine shrines will have some gimmick to mix things up, such as one shrine having a moat and an island in the middle while another shrine will have [[BlackoutBasement complete darkness]]. Without your gear, Link effectively has zero defense, thus enemies can hit quite hard and can easily kill him in one or two hits unless you managed to have gotten a lot of Heart Containers to offset the damage. Enemies that use long sticks and Zonai devices like Flame Emitters will be your worst foes to face due to their sheer long range capabilities. Since you can't proceed until you beaten all the Constructs, you'll have to play it safe and avoid being hit as much as possible or risk dying and having to start the trial over from the beginning.
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* The opening trial of the ''The Champion's Ballad'' DLC makes 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 that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead. And you aren’t allowed to unequip it. Also, all healing items will be negated, the Champion’s Blessings are once again disabled, and the Obliterator only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Four different enemy camps need to be taken out to progress (one of which is near Mount Hylia, meaning you’re screwed if you don’t have proper cold protection); 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, but then there’s the possibility of accidentally running into a spiky barricade since the trial takes place in a perpetual night. Thankfully, unlike the Trial of the Sword, you don’t have to start all the way from the beginning upon death, because saving is enabled during the trial, but if you aren’t at the top of your game, prepare to die a lot. 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.

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* The opening trial of the ''The Champion's Ballad'' DLC makes 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 that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead. And you aren’t allowed to unequip it. Also, all healing items will be negated, the Champion’s Blessings are once again disabled, and the Obliterator only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Four different enemy camps need to be taken out to progress (one of which is near Mount Hylia, meaning you’re screwed if you don’t have proper cold protection); 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, but then there’s the possibility of accidentally running into a spiky barricade since the trial takes place in a perpetual night.night, which mean [[GoddamnedBats Stal enemies and Keese]] also show up to try and set you back. Thankfully, unlike the Trial of the Sword, you don’t have to start all the way from the beginning upon death, because saving is enabled during the trial, but if you aren’t at the top of your game, prepare to die a lot. 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.
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* Remember Eventide Island from ''Breath of the Wild'' where you're stripped naked of your gear and had to scavenge whatever you could find to defend yourself? There are several shrines in ''Tears of the Kingdom'' that take that concept and run with it. Every "naked" trial will have some gimmick to mix things up, such as one shrine having a moat and an island in the middle while another shrine will have [[BlackoutBasement complete darkness]]. Without your gear, Link effectively has zero defense, thus enemies can hit quite hard and can easily kill him in one or two hits unless you managed to have gotten a lot of Heart Containers to offset the damage. Enemies that use long sticks and Zonai devices like Flame Emitters will be your worst foes to face due to their sheer long range capabilities. Since you can't proceed until you beaten all the Constructs, you'll have to play it safe and avoid being hit as much as possible or risk dying and having to start the trial over from the beginning.

to:

* Remember Eventide Island from ''Breath of the Wild'' where you're stripped naked of your gear and had to scavenge whatever you could find to defend yourself? There are several shrines in ''Tears of the Kingdom'' that take that concept and run with it. Every "naked" trial Proving Grounds shrine will have some gimmick to mix things up, such as one shrine having a moat and an island in the middle while another shrine will have [[BlackoutBasement complete darkness]]. Without your gear, Link effectively has zero defense, thus enemies can hit quite hard and can easily kill him in one or two hits unless you managed to have gotten a lot of Heart Containers to offset the damage. Enemies that use long sticks and Zonai devices like Flame Emitters will be your worst foes to face due to their sheer long range capabilities. Since you can't proceed until you beaten all the Constructs, you'll have to play it safe and avoid being hit as much as possible or risk dying and having to start the trial over from the beginning.

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** The miniboss, [[MirrorBoss Dark Link]], is one of the hardest in the game, particularly because his health will always be the same as yours, so the tougher you are, the tougher he is to beat. (But this also means that he's much easier to beat on a [[LowLevelRun three-heart run]].) The fastest way to beat him is by using the Megaton Hammer or Biggoron Sword, as he cannot use these items.

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** There are two points where you must shoot an arrow switch to open a gate and then Longshot through the gate before it closes to get a Small Key. The first is at the end of a river of vortexes after the miniboss room, and the second, you have to do twice to move the block aside. As this requires precise aiming with a short time limit it can be difficult.
** The miniboss, [[MirrorBoss Dark Link]], is one of the hardest in the game, particularly because his health will always be the same as yours, so the tougher you are, the tougher he is to beat. (But this also means that he's much easier to beat on a [[LowLevelRun three-heart run]].) The fastest way to beat him is by using the Megaton Hammer or Biggoron Sword, as he cannot use these items. But if you target him, he will block you.
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* Oy gevalt Ridgeland Tower. It's surrounded by a lake infested with Electric Lizalfos, the shores are patrolled by even more, and there are three, count 'em, ''three'' Lightning Wizzrobes dancing around the tower. As Wizzrobes have insanely high aggro and attack range in the game, this tower is damned near impossible unless you get incredibly lucky sneaking past everything or make a mad dash with Revali's Gale (which is on the ''other side'' of the area with this tower).
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* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of near-constant enemies, some of whom have [[ThatOneAttack electric attacks]]. The first few enemies aren’t that hard to take on, but then you reach a camp along a long narrow path full of Lizalfos on watchtowers that fire nothing but Shock Arrows, which is pretty much impossible to sneak past, and said path is littered with puddles and metal boxes that can generate unblockable domes of electricity if struck. It keeps throwing tricky encounters at you from there, including having to travel through a tight space full of [[GoddamnedBats Electric Kesse]], a sudden encounter with a Blue Moblin on a bridge that ''will'' hit you if haven’t gotten the hang of dodging, the introduction of spiky barricades that damage you if you run into them, and battling both weapon-wielding and Shock Arrow-shooting Lizalfos in another tight space. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, all the Lizalfos drop lots of arrows, so persevering though the path is worth it if you’re running low on them.
* The road up Death Mountain to reach Goron City is difficult because the area is so hot that without proper protection, Link will [[ManOnFire burst into flames]]. The "correct" method is to go to Foothill Stable and buy some Fireproof Elixirs, but the game's WideOpenSandbox nature means that many gamers will likely miss the stable. The only other way to make it through safely would be to make your own elixirs (with creatures [[TheKeyIsBehindTheLock found only on Death Mountain]]) or to buy Fireproof Armor (from a shop [[TheKeyIsBehindTheLock in Goron City]], also you can get one of the pieces for free by completing a minor sidequest along the way). Meaning that a fair number of players ended up [[https://www.youtube.com/watch?v=r-VX0wUwbjE eating a bunch of food and running for it]]. Furthermore, even with the Fireproof Elixirs, if one is to take the path starting from Foothill Stable (rather than starting from Eldin Tower), they will run into a Guardian Stalker that is virtually impossible to get past even on horseback unless you are able to kill it.

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* The initial trek to Zora's Domain requires you to navigate a long, narrow, winding path full of near-constant enemies, some of whom have [[ThatOneAttack electric attacks]]. The first few enemies aren’t that hard to take on, but then you reach a camp along a long narrow path full of Lizalfos on watchtowers that fire nothing but Shock Arrows, which is pretty much impossible to sneak past, and said path is littered with puddles and metal boxes that can generate unblockable domes of electricity if struck. It keeps throwing tricky encounters at you from there, including having to travel through a tight space full of [[GoddamnedBats Electric Kesse]], a sudden encounter with a Blue Moblin on a bridge that ''will'' hit you if haven’t gotten the hang of dodging, dodging or shielding, the introduction of spiky barricades that damage you if you run into them, and battling both weapon-wielding and Shock Arrow-shooting Lizalfos in another tight space. It's also raining thanks to Divine Beast Vah Ruta, so you can't use your usual shortcut strategy and just climb around it. On the bright side, all the Lizalfos drop lots of arrows, so persevering though the path is worth it if you’re running low on them.
* The road up Death Mountain to reach Goron City is difficult because the area is so hot that without proper protection, Link will [[ManOnFire burst into flames]]. The "correct" method is to go to Foothill Stable and buy some Fireproof Elixirs, but the game's WideOpenSandbox nature means that many gamers will likely miss the stable. The only other way to make it through safely would be to make your own elixirs (with creatures [[TheKeyIsBehindTheLock found only on Death Mountain]]) or to buy Fireproof Armor (from a shop [[TheKeyIsBehindTheLock in Goron City]], also though you can get one of the pieces for free by completing a minor sidequest along the way). Meaning that a fair number of players ended up [[https://www.youtube.com/watch?v=r-VX0wUwbjE eating a bunch of food and running for it]]. Furthermore, even with the Fireproof Elixirs, if one is to take the path starting from Foothill Stable (rather than starting from Eldin Tower), they will run into a Guardian Stalker that is virtually impossible to get past even on horseback unless you are able to kill it.



* The Yiga Clan Hideout is a forced StealthBasedMission where you have to sneak your way around to recover the Thunder Helm. While the Yiga Blademasters can be distracted with bananas so you can OneHitKill them with a Sneakstrike, 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 and very sharp hearing), all the Blademasters 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 Blademaster without any temporary hearts to tank with will instantly kill you no matter how much defense or hearts you have. Getting killed at the hideout won't activate your fairies 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]]. The one silver lining is, in stark contrast to Naboris, it ends with the easiest boss in the game.

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* The Yiga Clan Hideout is a forced StealthBasedMission where you have to sneak your way around to recover the Thunder Helm. While the Yiga Blademasters can be distracted with bananas so you can OneHitKill them with a Sneakstrike, 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 and very sharp hearing), all the Blademasters 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 Blademaster without any temporary hearts to tank with will instantly kill you no matter how much defense or hearts you have. Getting killed at the hideout won't activate your fairies or Mipha's Grace because it's implied the soldiers are too strong for Link to handle, [[GameplayAndStorySegregation even though you can fight them outside of the hideout with little trouble and only taking take moderate damage from them. 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]]. The one silver lining is, in stark contrast to Naboris, it ends with the easiest boss in the game.



* The opening trial of the ''The Champion's Ballad'' DLC makes 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 that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead. And you aren’t allowed to unequip it. Also, all healing items will be negated, the Champion’s Blessings are once again disabled, and the Obliterator only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Four different enemy camps need to be taken out to progress; 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, but then there’s the possibility of accidentally running into a spiky barricade since the trial takes place in a perpetual night. Thankfully, unlike the Trial of the Sword, you don’t have to start all the way from the beginning upon death, because saving is enabled during the trial, but if you aren’t at the top of your game, prepare to die a lot. 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.

to:

* The opening trial of the ''The Champion's Ballad'' DLC makes 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 that in exchange, it drains your hearts all the way down to a single quarter, meaning one hit from an enemy or an accidental fall from a great enough height, and you’re dead. And you aren’t allowed to unequip it. Also, all healing items will be negated, the Champion’s Blessings are once again disabled, and the Obliterator only has two charges before needing to take a few seconds to recharge (at which point it is much weaker). Four different enemy camps need to be taken out to progress; progress (one of which is near Mount Hylia, meaning you’re screwed if you don’t have proper cold protection); 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 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, but then there’s the possibility of accidentally running into a spiky barricade since the trial takes place in a perpetual night. Thankfully, unlike the Trial of the Sword, you don’t have to start all the way from the beginning upon death, because saving is enabled during the trial, but if you aren’t at the top of your game, prepare to die a lot. 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.

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