History ThatOneLevel / TheLegendofZelda

21st Jul '16 2:44:18 PM Ferot_Dreadnaught
Is there an issue? Send a Message


* Catfish's Maw, where a miniboss [[DangerouslyGenreSavvy steals the dungeon item]] and requires you to pursue it all over the damned dungeon to its hidey-holes. The last one is extremely difficult to find, as it is ''very close to the entrance'' in an area the player has likely long since visited and won't think to go back to.

to:

* Catfish's Maw, where a miniboss [[DangerouslyGenreSavvy steals the dungeon item]] item and requires you to pursue it all over the damned dungeon to its hidey-holes. The last one is extremely difficult to find, as it is ''very close to the entrance'' in an area the player has likely long since visited and won't think to go back to.
5th Jun '16 9:29:12 AM CybranGeneralSturm
Is there an issue? Send a Message


* The defending of the caravan. A combination of the Gale Boomerang, needed to put out fires, having next to no range, fast-moving targets, pterosaurs dropping bombs on everything and the fact that Epona handles like she's drunk makes it impossible to beat.

to:

* The defending of the caravan. A combination of the Gale Boomerang, needed to put out fires, having next to no range, fast-moving targets, pterosaurs dropping bombs on everything and the fact that Epona handles like she's drunk makes it nearly impossible to beat.
28th May '16 11:17:08 PM MyFinalEdits
Is there an issue? Send a Message


* The IcePalace can become seizure-inducing due to the tougher bestiary, obstacles and maze-like layout. In particular, there is a switch in B6 which requires hitting a red/blue switch, then doubling back several floors in order to push a block down from B5 onto the switch. Luckily, having the [[SequenceBreaking Cane of Somaria]] makes it much easier.[[note]]In fact, until the UpdatedRerelease, it was almost ''assumed'' that any player would do the dungeons out of order so that they could tackle the Ice Palace with the Cane of Somaria.[[/note]] Worse, the map is rendered pretty much useless due to most rooms being made up of discrete sections. Nothing worse than finally getting halfway down correctly, then remembering that warping to the beginning of the level flipped the red/blue switches.

to:

* The IcePalace can become seizure-inducing due to the tougher bestiary, obstacles and maze-like layout. In particular, there is a switch in B6 which requires hitting a red/blue switch, then doubling back several floors in order to push a block down from B5 onto the switch. Luckily, having the [[SequenceBreaking Cane of Somaria]] makes it much easier.[[note]]In fact, until the UpdatedRerelease, it was almost ''assumed'' that any player would do the dungeons out of order so that they could tackle the Ice Palace with the Cane of Somaria.[[/note]] Worse, the map is rendered pretty much useless due to most rooms being made up of discrete sections. Nothing worse than finally getting halfway down correctly, then remembering that warping to the beginning of the level flipped the red/blue switches.



* Even later, Lanayru Gorge has a case of That One Room. It's filled with Technoblins, Beamos and Sentrobes, all of them either GoddamnedBats or DemonicSpiders, and you have to follow a Timeshift Stone in a moving mining cart to avoid falling in [[QuicksandSucks sinksand.]] Fall in, and you don't take damage, but you'll be returned to the start of the room ''WITH ALL ENEMIES RESPAWNED!'' Attempting to put an arrow in a Beamos' eye, missing by millimeters and proceeding to get knocked into the sinksand by its beam... pretty much speaks for itself. What makes this place truly maddening is that its situated after five or so ''incredibly easy'' rooms... but [[CheckpointStarvation there are no checkpoints between them.]] Having to go back through those easy rooms again ''every time you die'' will drive you insane.

to:

* Even later, Lanayru Gorge has a case of That One Room. It's filled with Technoblins, Beamos and Sentrobes, all of them either GoddamnedBats or DemonicSpiders, and you have to follow a Timeshift Stone in a moving mining cart to avoid falling in [[QuicksandSucks sinksand.]] Fall in, and you don't take damage, but you'll be returned to the start of the room ''WITH ALL ENEMIES RESPAWNED!'' Attempting to put an arrow in a Beamos' eye, missing by millimeters and proceeding to get knocked into the sinksand by its beam... pretty much speaks for itself. What makes this place truly maddening is that its situated after five or so ''incredibly easy'' rooms... but [[CheckpointStarvation there are no checkpoints between them.]] Having to go back through those easy rooms again ''every time you die'' will drive you insane.
28th Mar '16 9:32:11 PM Ninplanet123
Is there an issue? Send a Message


* ''Link's Awakening'''s Turtle Rock, the last main story dungeon, is an absurdly complicated and massive maze where ''every previous miniboss from the game'' appears as '''''respawning enemies'''''; the dungeon's unique miniboss is capable of [[MookBouncer knocking Link back to the dungeon entrance]]; one puzzle requires Link to shoot an arrow into the eye of a random statue (while this is normally a Zelda staple, this is the ''only'' time in the game this is required, and it occurs in the eighth dungeon); and, completing the dungeon requires the player to visit a hidden room whose entrances are [[GuideDangIt not even on the Dungeon Map.]]

to:

* ''Link's Awakening'''s Turtle Rock, the last main story dungeon, is an absurdly complicated and massive maze where ''every previous miniboss from the game'' appears as '''''respawning enemies'''''; the dungeon's unique miniboss is capable of [[MookBouncer knocking Link back to the dungeon entrance]]; one puzzle requires Link to shoot an arrow into the eye of a random statue (while this is normally a Zelda staple, this is the ''only'' time in the game this is required, and it occurs in the eighth dungeon); dungeon)[[note]]This puzzle in particular stumped so many people that the ''DX'' remake adds a hint that you must shoot the statue right in the same room it's found in[[/note]]; and, completing the dungeon requires the player to visit a hidden room whose entrances are [[GuideDangIt not even on the Dungeon Map.]]
16th Jan '16 4:47:24 PM bubblecamera
Is there an issue? Send a Message


** Similar to the Tear of Light fetching quest in ''Twilight Princess'', the objective is to run through this area and collect 15 tears and then get back to the entrance/exit circle to obtain your next PlotCoupon to get to the next dungeon. Sounds simple enough, except that the area is actually a death trap! Upon leaving the entrance/exit circle, you immediately get noticed by the realm's Guardians that will cause you to fail this test, if they manage to hit you. Obtaining a tear causes the Guardians to fall asleep for 90 seconds, but that doesn't mean much as Watchers are walking around and if they spot you and shine their light on you, the Guardians re-awaken. The music upon being chased by Guardians is terrifying. And once you have done the Realm for each of the corresponding areas - Faron, Lanayru and Eldin - you think you are done with them forever; but then you learn that you have one final, extra-hard Realm left to do in [[spoiler:Skyloft]].

to:

** Similar to the Tear of Light fetching quest in ''Twilight Princess'', the objective is to run through this area and collect 15 tears and then get back to the entrance/exit circle to obtain your next PlotCoupon to get to the next dungeon. Sounds simple enough, except that the area is actually a death trap! Upon leaving the entrance/exit circle, you immediately get noticed by the realm's Guardians that will cause you to fail this test, if they manage to hit you. Obtaining a tear causes the Guardians to fall asleep for 90 seconds, but that doesn't mean much as Watchers are walking around and if they spot you and shine their light on you, the Guardians re-awaken. [[https://www.youtube.com/watch?v=n8_LJN-dxtc The music upon being chased by Guardians is terrifying. terrifying.]] And once you have done the Realm for each of the corresponding areas - Faron, Lanayru and Eldin - you think you are done with them forever; but then you learn that you have one final, extra-hard Realm left to do in [[spoiler:Skyloft]].
8th Nov '15 2:27:23 PM Octorok103
Is there an issue? Send a Message


It probably says something that in the Master Quest mode, which upped the difficulty of the game's other dungeons enormously, the Water Temple inexplicably became ''easier'' (if you can find the [[PixelHunt torches embedded in the walls]]). In fact, ''Ocarina'''s director [[http://gameinformer.com/b/news/archive/2009/11/29/aonuma-apologizes-for-water-temple.aspx has officially apologized for the Water Temple]], hence the intention to make it more tolerable with the easier boot equipment mechanic and giving the paths leading to the altars to change the water levels lines leading to them which are ColourCodedForYourConvenience.

to:

It probably says something that in the Master Quest mode, which upped the difficulty of the game's other dungeons enormously, the Water Temple inexplicably became ''easier'' (if you can find the [[PixelHunt torches embedded in the walls]]). In fact, ''Ocarina'''s director [[http://gameinformer.com/b/news/archive/2009/11/29/aonuma-apologizes-for-water-temple.aspx has officially apologized for the Water Temple]], hence the intention Temple]]; he was finally able to make set it more tolerable right with the easier boot equipment mechanic and giving 3DS remake, which, in addition to the altered mechanics of the Iron Boots mentioned above, added color-coded lines marking the paths leading to the altars to three Triforce symbols that let you change the water levels lines leading to them which are ColourCodedForYourConvenience.level.
26th Oct '15 12:23:07 PM LordOfTheSword
Is there an issue? Send a Message


* The City in the Sky is a MarathonLevel that takes an average of two to three hours, and that's if you know where you're going. Just getting to it is annoying enough, since it requires a huge FetchQuest just to start another FetchQuest. It's far too easy to fall to your death, and the level requires precise Clawshotting in order to survive. Plus, it's very easy to get lost in that huge place.

to:

* The City in the Sky is a MarathonLevel that takes an average of two four to three five hours, and that's if you know where you're going. Just getting to it is annoying enough, since it requires a huge FetchQuest just to start another FetchQuest. It's far too easy to fall to your death, and the level requires precise Clawshotting in order to survive. Plus, it's very easy to get lost in that huge place.
24th Oct '15 11:54:09 PM MyTimingIsOff
Is there an issue? Send a Message


* The Ice Palace can become seizure-inducing due to the tougher bestiary, obstacles and maze-like layout. In particular, there is a switch in B6 which requires hitting a red/blue switch, then doubling back several floors in order to push a block down from B5 onto the switch. Luckily, having the [[SequenceBreaking Cane of Somaria]] makes it much easier.[[note]]In fact, until the UpdatedRerelease, it was almost ''assumed'' that any player would do the dungeons out of order so that they could tackle the Ice Palace with the Cane of Somaria.[[/note]] Worse, the map is rendered pretty much useless due to most rooms being made up of discrete sections. Nothing worse than finally getting halfway down correctly, then remembering that warping to the beginning of the level flipped the red/blue switches.

to:

* The Ice Palace IcePalace can become seizure-inducing due to the tougher bestiary, obstacles and maze-like layout. In particular, there is a switch in B6 which requires hitting a red/blue switch, then doubling back several floors in order to push a block down from B5 onto the switch. Luckily, having the [[SequenceBreaking Cane of Somaria]] makes it much easier.[[note]]In fact, until the UpdatedRerelease, it was almost ''assumed'' that any player would do the dungeons out of order so that they could tackle the Ice Palace with the Cane of Somaria.[[/note]] Worse, the map is rendered pretty much useless due to most rooms being made up of discrete sections. Nothing worse than finally getting halfway down correctly, then remembering that warping to the beginning of the level flipped the red/blue switches.
24th Oct '15 11:48:09 PM MyTimingIsOff
Is there an issue? Send a Message


* The Ice Palace can become seizure-inducing due to the tougher bestiary, obstacles and maze-like layout. In particular, there is a switch in B6 which requires hitting a red/blue switch, then doubling back several floors in order to push a block down from B5 onto the switch. Luckily, having the [[SequenceBreaking Cane of Somaria]] makes it much easier.[[note]](In fact, until the UpdatedRerelease, it was almost ''assumed'' that any player would do the dungeons out of order so that they could tackle the Ice Palace with the Cane of Somaria. When your dungeon is so hard it drives normal players to SequenceBreaking, you've definitely got a ScrappyLevel on your hands.)[[/note]] Worse, the map is rendered pretty much useless due to most rooms being made up of discrete sections. Nothing worse than finally getting halfway down correctly, then remembering that warping to the beginning of the level flipped the red/blue switches.

to:

* The Ice Palace can become seizure-inducing due to the tougher bestiary, obstacles and maze-like layout. In particular, there is a switch in B6 which requires hitting a red/blue switch, then doubling back several floors in order to push a block down from B5 onto the switch. Luckily, having the [[SequenceBreaking Cane of Somaria]] makes it much easier.[[note]](In [[note]]In fact, until the UpdatedRerelease, it was almost ''assumed'' that any player would do the dungeons out of order so that they could tackle the Ice Palace with the Cane of Somaria. When your dungeon is so hard it drives normal players to SequenceBreaking, you've definitely got a ScrappyLevel on your hands.)[[/note]] Somaria.[[/note]] Worse, the map is rendered pretty much useless due to most rooms being made up of discrete sections. Nothing worse than finally getting halfway down correctly, then remembering that warping to the beginning of the level flipped the red/blue switches.



* Face shrine is also difficult due to its confusing layout, rooms not on the map and for introducing Wizzrobes that abuse TeleportSpam. On the other hand the mid-boss is fun and the end boss is easy, so it evens out a bit.

to:

* Face shrine Shrine is also difficult due to its confusing layout, rooms not on the map and for introducing Wizzrobes that abuse TeleportSpam. On the other hand the mid-boss is fun and the end boss is easy, so it evens out a bit.



* The Water Temple is, by far, the most infamous dungeon of the game, if not the entire series.
** The first reason has to do with the primary concept of rising and lowering the water level. Since Link can only walk underwater when he wears the Iron Boots and float back to the surface when he puts them away, the player has to pause and equip/remove them repeatedly, which is made more jarring by the slow transition between the item menu and the resumed playthrough. As if it weren't bad enough, it's possible to miss the item that makes it nearly tolerable. That's right: [[SelfImposedChallenge somebody did the whole Water Temple without the]] [[SuperNotDrowningSkills blue tunic]] (which means Link, in this case, is always on a permanent risk of drowning and dying if he's unable to get on a nearby surface in time). The boots' issue was fixed in the 3DS version, where both types (Hover and Iron) are considered as regular items rather than equipment ones, and can thus be mapped to a shortcut button.
** 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.
** Another reason is the miniboss [[MirrorBoss Dark Link]], which due to a quirk of programming, takes much less time to beat on a three-heart run (his HP is equal to that of Link).
** It probably says something that in the Master Quest mode, which upped the difficulty of the game's other dungeons enormously, the Water Temple inexplicably became ''easier'' (if you can find the [[PixelHunt torches embedded in the walls]]). In fact, ''Ocarina'''s director [[http://gameinformer.com/b/news/archive/2009/11/29/aonuma-apologizes-for-water-temple.aspx has officially apologized for the Water Temple]], hence the intention to make it more tolerable with the easier boot equipment mechanic and giving the paths leading to the altars to change the water levels lines leading to them which are ColourCodedForYourConvenience.
* Jabu Jabu's Stomach was no slouch either. Almost all enemies will electrocute you if you attack them, so most of them are either very difficult to bring down or outright unkillable until you get the boomerang.[[note]](The Zora princess herself can be thrown at the jellyfish, bubbles etc to kill them with little risk to you. When thrown, she giggles; she's immune to damage. One of the few times you can directly use an NPC *as a weapon*, and she seems to enjoy the experience. You can also make the jellyfish safe to kill by stunning them with those [[ThisLooksLikeAJobForAquaman Deku Nuts you almost never use]].)[[/note]] And also the Zora princess yells at you if you leave her, even though under certain circumstances, she'll vanish all on her own.
* The Ice Cavern. It's frozen water. And horrible. The constant falling icicles are annoying, and so are the ice monster ... things; but the level can be done fairly quickly if you know the right route, and the wolf at the end is an AnticlimaxBoss.

to:

* The Water Temple is, by far, the most infamous dungeon of the game, if not the entire series.
**
series. The first reason has to do with the primary concept of rising and lowering the water level. Since Link can only walk underwater when he wears the Iron Boots and float back to the surface when he puts them away, the player has to pause and equip/remove them repeatedly, which is made more jarring by the slow transition between the item menu and the resumed playthrough. As if it weren't bad enough, it's possible to miss the item that makes it nearly tolerable. That's right: [[SelfImposedChallenge somebody did the whole Water Temple without the]] [[SuperNotDrowningSkills blue tunic]] (which means Link, in this case, is always on a permanent risk of drowning and dying if he's unable to get on a nearby surface in time). The boots' issue was fixed in the 3DS version, where both types (Hover and Iron) are considered as regular items rather than equipment ones, and can thus be mapped to a shortcut button.
**
button.\\
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. \n** \\
Another reason is the miniboss [[MirrorBoss Dark Link]], which due to a quirk of programming, takes much less time to beat on a three-heart run (his HP is equal to that of Link).
**
Link).\\
It probably says something that in the Master Quest mode, which upped the difficulty of the game's other dungeons enormously, the Water Temple inexplicably became ''easier'' (if you can find the [[PixelHunt torches embedded in the walls]]). In fact, ''Ocarina'''s director [[http://gameinformer.com/b/news/archive/2009/11/29/aonuma-apologizes-for-water-temple.aspx has officially apologized for the Water Temple]], hence the intention to make it more tolerable with the easier boot equipment mechanic and giving the paths leading to the altars to change the water levels lines leading to them which are ColourCodedForYourConvenience.
* Jabu Jabu's Stomach Belly was no slouch either. Almost all enemies will electrocute you if you attack them, so most of them are either very difficult to bring down or outright unkillable until you get the boomerang.[[note]](The Zora princess herself can be thrown at the jellyfish, bubbles etc to kill them with little risk to you. When thrown, she giggles; she's immune to damage. One of the few times you can directly use an NPC *as a weapon*, and she seems to enjoy the experience. You can also make the jellyfish safe to kill by stunning them with those [[ThisLooksLikeAJobForAquaman Deku Nuts you almost never use]].)[[/note]] And also the Zora princess yells at you if you leave her, even though under certain circumstances, she'll vanish all on her own.
* The Ice Cavern. It's frozen water. And horrible. The constant falling icicles are annoying, and so are the ice monster ... things; but the level can be done fairly quickly if you know the right route, and the wolf at the end is an AnticlimaxBoss.route.
16th Sep '15 10:39:28 PM Sammettik
Is there an issue? Send a Message


* The Tadtone collecting quest Faron makes you do before she teaches her part of the Song of the Hero. Since all of Faron Woods is flooded by then, it's easy to get lost while looking for all 17 groups of Tadtones scattered through the huge underwater area; so [[GuideDangIt unless it comes to your mind the idea of bringing an upgraded Air Potion and drink it while having the Potion Medal equipped in your Adventure Pouch to prolong drastically your oxygen meter]], you'll spend more time trying to survive from being drown than looking for the Tadtones.

to:

* The Tadtone collecting quest Faron makes you do before she teaches her part of the Song of the Hero. Since all of Faron Woods is flooded by then, it's easy to get lost while looking for all 17 groups of Tadtones scattered through the huge underwater area; so [[GuideDangIt unless it comes to your mind the idea of bringing an upgraded Air Potion and drink it while having the Potion Medal equipped in your Adventure Pouch to prolong drastically your oxygen meter]], you'll spend more time trying to survive from being drown avoid drowning than looking for the Tadtones.
This list shows the last 10 events of 111. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=ThatOneLevel.TheLegendofZelda