History ThatOneLevel / TheLegendofZelda

3rd Feb '17 7:16:05 PM Novaheart
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* 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.

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* 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.
3rd Feb '17 7:15:23 PM Novaheart
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* 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.\\
** The third 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).\\

to:

* 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.\\
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.\\
block.
** The third 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).\\
3rd Feb '17 7:14:48 PM Novaheart
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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 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]]; he was finally able to set it right with the 3DS remake, which, in addition to the altered mechanics of the Iron Boots mentioned above, added color-coded lines marking the paths to the three Triforce symbols that let you change the water level.

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The **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 ** The third 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 **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]]; he was finally able to set it right with the 3DS remake, which, in addition to the altered mechanics of the Iron Boots mentioned above, added color-coded lines marking the paths to the three Triforce symbols that let you change the water level.
28th Jan '17 10:06:45 PM valos
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* The City in the Sky is a MarathonLevel that takes an average of four to 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.

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* The City in the Sky is a MarathonLevel that takes an average of four to 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. For some players however, it picks up massively once you obtain the second clawshot, largely due to just how fun zipping about everywhere via clawshot can be.
13th Jan '17 12:10:46 PM KingArgorok
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* ''Twilight Princess' '' version of the Water Temple (which, incidentally, [[LampshadeHanging hangs a lampshade]] on the infamy of '''the''' Water Temple mentioned above). If Midna is talked to while in the Lakebed Temple she'll comment on how large the dungeon is and how hard finding all the keys needed to progress will be. Thankfully there's not nearly as many keys in this version. That said, they brought back the annoying key puzzle: You get a key, you open the door, you see nothing but an open space, and you realize you just used the key for the dungeon item on the wrong door. Good luck figuring out the [[GuideDangIt backup]] Nintendo had set up for you in case you did that. Also, you can glitch your way onto the correct door by jumping from just the right angle.

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* ''Twilight Princess' '' version of the Water Lakebed Temple (which, incidentally, [[LampshadeHanging hangs a lampshade]] on the infamy of '''the''' Water Temple mentioned above). If Midna is talked to while in the Lakebed Temple she'll comment on how large the dungeon is and how hard finding all the keys needed to progress will be. Thankfully there's not nearly as many keys in this version. That said, they brought back Instead, the annoying key puzzle: You get a key, you main room requires pulling multiple levers to change the layout of the room. There are many doors open the door, you see nothing but an open space, and you realize you just used the key for the dungeon item on the wrong door. Good luck figuring out the [[GuideDangIt backup]] Nintendo had set up for you in case you did that. Also, you can glitch your way onto the correct door by jumping from just the right angle.with most of them leading to a dead end at first.
13th Dec '16 8:29:40 AM mario0987
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Added DiffLines:

* The Palace of Darkness as well. Most of the dungeon is in the dark so you will need the lamp to see where you are going. However, some rooms require you to put out the torches to see things that the light makes invisible. There is very little indication that you should do this. Navigating the place can also be a pain thanks to it being huge.
26th Jul '16 9:27:04 AM longWriter
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* A rare non-dungeon example in the series comes later: the EscortMission at Eldin Volcano. Basically, you have to escort a robot up ''the entire volcano'', which is now swarming with Bokoblin Archers capable of hitting said robot from afar. They also have an annoying tendancy of hitting you in the face with a point-blank shot ''just as you kill them''. And you're going to make a good use of the Bow here. And even then, prepared to pull your hair out in frustration as you get through a tough area only to have Scrapper shot down by an off-screen archer when you could have sworn you killed them all. Several times. And it gets worse once you reach the Summit. Think fighting two [[DemonicSpiders Lizalfos]] is hard? Try fighting two while keeping them away from Scrapper, who [[StopHelpingMe annoyingly persters you when he's under attack]] and mocks you when you fail. Even worse, plot-wise, Scrapper not pulling a LeeroyJenkins would have made things much easier.

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* A rare non-dungeon example in the series comes later: the EscortMission at Eldin Volcano. Basically, you have to escort a robot up ''the entire volcano'', which is now swarming with Bokoblin Archers capable of hitting said robot from afar. They also have an annoying tendancy of hitting you in the face with a point-blank shot ''just as you kill them''. And you're going to make a good use of the Bow here. And even then, prepared to pull your hair out in frustration as you get through a tough area only to have Scrapper shot down by an off-screen archer when you could have sworn you killed them all. Several times. And it gets worse once you reach the Summit. Think fighting two [[DemonicSpiders Lizalfos]] is hard? Try fighting two while keeping them away from Scrapper, who [[StopHelpingMe [[AnnoyingVideoGameHelper annoyingly persters you when he's under attack]] and mocks you when you fail. Even worse, plot-wise, Scrapper not pulling a LeeroyJenkins would have made things much easier.
21st Jul '16 2:44:18 PM Ferot_Dreadnaught
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* 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.

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* 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
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* 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.

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* 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
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* 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.

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* 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.

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* 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.
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