This is the bane of all players seeking 100% Completion
While most, if not all, of the other points that count toward completion are relatively straightforward or easy to get, there always seems to be one or more that just, well, isn't.
This could be because the puzzle is just far harder than the other puzzles in the game (and possibly harder than the developers intended). Or it could be because it's extremely difficult, time-consuming, frustrating, or all three to do. Or it may be really well hidden or very easily missed
and possibly Lost Forever
if one fails to get to it in time. Or it could be some combination of all of those.
This is usually done to give a player a reason to come back and keep playing
See also Missing Secret
, which is when players are inadvertently given the impression there's a Last Lousy Point that doesn't actually exist; Completion Meter
, what's telling you that something is missing; Replay Value
, which is what this is (trying to) give; and Guide Dang It
, which is what a player may have to resort to to get that last point. Brother to That One Achievement
and That One Sidequest
- Peasant's Quest has one in response to closing a drawer that you needed to open. And several more just because.
- Castlevania: Symphony of the Night could be a real pain about these, especially with the one that required gravity-jumping into the wall, and then morphing into the wolf to unlock. Certain parts of the map you would never need to explore were thrown in just to make 200% a daunting task. Some needed glitches to access, making the true total 425.5% and rising.
- Castlevania: Aria of Sorrow has several, depending on which aspect of the game you're trying to get 100% in. For getting 100% of all monster souls, there's Sky Fish. This monster only appears in one obscure and optional room, and appears so briefly that you'll have to stop time to kill it. To get the ability to stop time, you have to get the one thing that makes you immune to being frozen in time and then get the soul of the one Chronomage in the game in a corner of the castle.
- In a similar vein, the Tsuchinoko. Unlike the Sky Fish, you can kill it without stopping time, but it's really difficult because a.) it has a buttload of HP and b.) it tends to disappear the instant it sees you. Equipping the Nemesis soul helps with the latter, but it's not a sure thing.
- For getting 100% of the map explored, there's a secret area. To get into this secret area, which is behind a waterfall, you have to equip the soul that lets you walk on water while equipping one of the few souls in the game that lets you transform into a monster that charges forward through almost anything, including waterfalls.
- For getting 100% of all items, there are a few items that can only be found on hard mode and a few items that you get for beating boss rush mode ridiculously fast.
- The legendary Pokémon in Pokémon Rumble Blast are the bane of anyone seeking to collect every Pokémon. For starters, you only have a 5% of running into one instead the usual boss at the end of a level. On top of this, most of the levels have multiple potential legendary Pokémon who can appear, meaning that even if one does decide to show up, it won't necessarily be the one you need. This made even worse by the fact that the game counts each form of a Pokémon as an individual entry in the collection, as Arceus has a whopping 17 different forms it needs to be obtained in.
- The Legend of Zelda: A Link Between Worlds has the Cucco Ranch minigame, where the player must dodge swarms of angry Cuccos who are attacking Link in a small, enclosed space. You lose instantly if any of the Cuccos touch you. To get the Piece of Heart you need to last for 30 seconds on the hardest difficulty, which is a decent challenge but nothing too ridiculous. However, completing this also unlocks Endless Mode, and some sadistic developer decided to put another reward for lasting 999 seconds (~17 minutes) on Endless. It's mostly a Bragging Rights Reward, not needed to max out Link's stats (All you get is a giant Cucco that sits on the world map and gives you hearts when you talk to it) but it all but ensures only the most insanely dedicated players will be able to truly 100% the game.
- The Legend of Zelda: The Wind Waker has a similar minigame where Link is sparring with his teacher, Orca. The goal of the game is to hit Orca as many times as you can before he hits you three times. The last tangible reward is given at 500 hits, but if you manage to get all the way up to 999 hits, you get a brief cutscene where he he tells Link he has surpassed him and starts calling you Master. Orca's AI becomes increasingly more aggressive and counter-happy the more hits he takes, so good luck.
- Psychonauts has an example similar to the Tales of Symphonia games listed below—namely, cutscenes. The only way to unlock some of them is to wander around the campgrounds; when you get to certain locations, the scene will be triggered. But there's nothing that tells you this, and in fact, you're encouraged to use the camp's Fast Travel system to get around quickly instead of going on foot. And to make matters worse, once night falls, you lose the chance to see them ever again. Thankfully, this doesn't count toward 100% completion in the game—but it DOES show up on your menu screen, leaving players to wonder how on earth they're supposed to fill in the missing movies.
- A more traditional (and equally irritating) example from the same game would be the figments of imagination. The levels from Psychonauts are filled to the brim with collectibles, and while finding them all can be challenging sometimes, they at least have the mercy of being easy to see and not terribly numerous. This is not the case with the figments: there are literally hundreds of them in each level, so even though they're handed out like candy at first, you can literally rack up hours of searching once you're down to the last dozen or so. What's worse is that they're semi-transparent, usually not very big, and can sometimes be in hard-to-reach places or even move around the level. The worst part, though, is that they're all very brightly colored. That may be all well and good in Deliberately Monochrome levels like Sasha's Shooting Gallary, its an absolute nightmare in Amazing Technicolor Worlds like Milla's Dance Party and Black Velvetopia, where using a guide is borderline necessary.
- This goes all the way back to Colossal Cave, in which the Last Lousy Point is obtained by dropping a magazine in a certain room. People actually used to step through the game with a machine-level debugger to try and figure this one outnote .
- As a result, modern Interactive Fiction games often intentionally invoke this trope with a obscure and completely unnecessary action providing the Last Lousy Point (whereas all other points may be necessary in order to complete the game). The official or in-game solutions generally hang a lampshade on the Last Lousy Point, calling it such by name.
- For example, in the original mainframe version of Zork, the Last Lousy Point was obtained by sending off for a brochure. When it arrived in the mailbox, the value of the stamp was "One Lousy Point".
- Pretty much every Sierra adventure game ever.
- For instance, looking at a six-pixel tall jogger who appears intermittently in the background (Leisure Suit Larry 2); searching every bit of evidence, sometimes twice (Police Quest), defeating every single type of random encounter at least once (Quest for Glory) and performing every required action at the earliest opportunity (Space Quest 5).
- Even the two Eco Quest games, designed for a younger audience, have pixel-hunting puzzles that require you to keep your eyes open in EVERY scene if you want 100% Completion. The second game is much worse with this, as you sometimes only get one chance to record an item into your in-game encyclopedia, and they can be pretty obscure within a scene. And yeah, each item is worth one point.
- The gold trophy "Perfect Crime" in Heavy Rain. Here's the requirements in a nutshell: Have Jayden, Madison, Lauren and Hassan die, Have Ethan get arrested permanently, have Madison and Ethan fornicate (with Ethan forgiving Madison), and have The Origami Killer walk off free. Oh, and you can't skip any chapters while doing this.
- Ben Jordan 2 Deluxe has a point you're virtually guaranteed to miss the first time through: You have to return the bowl you borrow from Annie. The Point of No Return doesn't help either. Might be justified, as getting all the points unlocks an additional, spoiler-heavy end cutscene.
- Crash Team Racing has a Last Lousy Relic. You need all the relics for a rematch against Big Bad Nitrous Oxide, but to get the last relic you needed to unlock a secret race, which required 5 gems. Each gem in turn requires 4 CTR tokens and then a win in a four race tournament. The tokens and gems do count toward completion percentage, though.
- Oddly enough, CTR actually allowed players to score over 100% completion if they achieve high enough scores in relic races.
- Incidentally, if you're looking for "not worth it" in CTR, look no further than the Oxide time trials. You don't even get Oxide for beating all of them, just a shortcut to the scrapbook.
- In Need for Speed Most Wanted, in addition to completing your car garage and fully tuning them, and beating the game, you also have a list of "police chase" milestones to beat. One of them (be in a "hot" pursuitnote for 30 minutes and escape successfully) is almost impossible to do, simply because the longer you run from the cops, the more proactive they'll be in shutting you down. That is, unless you manage to cheese the system and get into a 30 minute chase at the beginning of the game, when the cops don't pull out all those nice toys...
- The Last Lousy Decal in Split Second requires you to have a save file from Blackrock's previous racing game Pure. This is the only decal that doesn't have an associated Achievement.
- Test Drive Unlimited and TDU 2 has Last Lousy Road, as 100% completion requires the player to drive on every single road on Oahu, and in the sequel, Oahu and Ibiza. The last road tends to be some tiny off interstate off-ramp or a dead end road buried in some parking lot in the middle of nowhere. Players have to poor over the map at maximum zoom to find the unexplored road.
- The Diskun Trophy in Super Smash Bros. Melee is not worth the effort, and wouldn't be, even if the game payed you by the hour to complete it. Ignore that trophy, you'll thank TV Tropes. It requires you to get every single point bonus in the game. Click here for the list of point bonuses. It's worse than it looks, since many will never occur in a normal match and are difficult to get even when it's all you're trying to do. It's obscene.
- Young Link's Target Challenge is notably more difficult than the other ones; most of the targets are spread out very far and behind obstacles. But that's not the worst part: there's a massive Guide Dang It at the beginning when you have to Wall Jump out of a pit. Nothing in the game even mentions wall jumping, it's a rather difficult maneuver to pull off, and this is the only challenge of any kind in Melee where wall jumping is even useful, let alone required.
- Unlocking Mewtwo in Melee is an absolute pain. While other characters have requirements such as "Complete Classic Mode with Mario" or "Use all starter characters in Vs Mode", the only ways to unlock Mewtwo are to play 700 Vs matches, or accumulate 20 Hours worth of Vs matches.
- There is, however, a way around this. As mentioned above, unlocking Mewtwo requires 20 hours of Vs. matches—but only for one-player matches. If you plug in two controllers, the time is limited to fifteen hours; three makes it ten; and four, finally, makes it only five, which, while still a long time, isn't nearly as insurmountable as twenty. Plug in all four controllers, choose a stock match with no time limit, find a stage that doesn't move, and go about your day—the characters aren't going anywhere. Then, when time's up, go back and win the match. Granted, the game doesn't tell you any of this, but it still helps.
- The Subspace Bomb Factory (lower) in the adventure mode of Super Smash Bros. Brawl. There are two specific treasures which are difficult to get. One requires using a character who can wall jump in an inconspicuous hallway next to a switch which clearly shows that you're supposed to turn around. The other involves going through a moving door in a dangerous scrolling section, bouncing on a trampoline off the top of the screen (which would normally kill you), using your double jump to get even higher, then attacking to break open the box. Both boxes randomly generate a trophy, which you probably already have, so they don't really do anything other than letting you have a 100% completion score.
- There's also the trophies that you have to beat every mode in the game (except Subspace Emissary) on the highest difficulty setting to get (which you can't just use a Golden Hammer to forcibly gain,) as well as the Meta Ridley trophy, which requires you to get close to beating Meta Ridley in Subspace Emissary, then wait for a trophy stand to spawn (keep in mind the fight is on a timer,) then throw the trophy stand at him, and then jump off the Falcon Flyer that you've been riding the whole fight that's your only platform and grab the Meta Ridley trophy out of the air before it disappears off the bottom of the screen. Not to mention the Stickers trophy, which you only get after obtaining at least one of every sticker in the game, of which there are over six hundred.
- The Monster Condo level in Doom II has a secret area that permanently closes up 30 seconds after the level starts. Guide Dang It... And of course it will take you at least 25 seconds to get there, assuming that you start the instant the level starts, know exactly where the secret is, and run all the way.
- It seems to be a tradition in the Metroid Prime games to have at least one obscure enemy that seems to exist for the sole purpose of preventing the player from getting 100% of the Logbook scans.
- The worst is probably the Ice Shriekbat from the first game. Like all Shriekbats, these are difficult to spot and dive bomb Samus and explode as soon as soon as Samus gets near them. Unlike all other Shriekbats, they never respawn (except in the PAL version, supposedly). They also only appear in one room and are gone so quickly that you probably won't even know they were a unique creature. As some sort of cruel joke, their Logbook description suggests using the Thermal Visor to spot them, an item which you don't even have at that point in the game.
- Worse yet for anyone following along with the Prima strategy guide. While it typically points out important new scans as you come across them, it doesn't even mention the Ice Shriekbats in the regular walkthrough.
- When the game was rereleased in the Metroid Prime Trilogy compilation on the Wii, the ice shriekbats were respawning. Both a nice surprise to people who missed them the first time around and a nasty shock to the people who never expected to see them again.
- The second game has a specific type of door that only appears in a boss fight, requiring you to turn away from the boss to scan it.
- The third game has a specific type of Space Pirate (of which there are many almost indistinguishable variants) which only appears during a particularly difficult timed mission in which you fight a large number of Space Pirates while also having to deal with annoying ships that shoot at you from the distance.
- Far Cry 3 has one relic which is in a secret area in the cave with the boat, which you can only access the FIRST time you have access to that cave, that area will be inaccesible if you try to go there any other time.
- Gameboy Camera could be a particularly terrible example of the trope. You could unlock special pictures with certain goals. Some would be like taking hundreds of pictures, trading tens of pictures to males AND females, or any other of random tasks.
- Billy Vs SNAKEMAN has secrets that nobody has found. The creator sometimes moves such secrets to less well hidden places.
- Special note goes to the "Enough Already" Trophy. It's worth only 1 Awesome point (all other known trophies are worth a multiple of 5 Awesome pointsnote ), and is obtained by grinding your Season stat to its cap. Unless you're really lucky and willing to waste Fiction 500 grade cash, this means at least a month of dedicated grinding beyond the point more Seasons becomes anything more than a Bragging Rights Reward. And now you know why it's called "Enough Already".
- There are 1000 Lums in Rayman 2: The Great Escape, though "officially", there appear to be only 999 after a certain cutscene in which the Big Bad eats one of them; the "last lousy Lum" is hidden in one of the other levels, although only on certain versions. There's a bit of Fridge Brilliance in its location too: it's in The Tomb of the Ancients, home to the undead; presumably, that's where the Lum went when it died.
- In the first Donkey Kong Country, the 101st percent could be obtained by reaching a Bonus Stage hidden inside another Bonus Stage. The first bonus stage is a matching game where you time your jumps to match three objects. You can only get to the second bonus stage by winning the worst item (a single banana), which causes a barrel to drop. You then have to grab that barrel and crash through the wall before the "celebration fanfare" is over. And you can only use Diddy, because he holds the barrel in front of his body (whereas DK holds it over his head, and you don't have enough time to throw it and then enter the resulting opening).
- Donkey Kong Land has several, but the worst is probably in the "Spiky Tire Trail" level, in which to get to a bonus stage you have to jump down what looks like a bottomless pit, with no real indication that it's anything but a bottomless pit.
- Donkey Kong 64 took this to another level. Each stage has one hundred bananas, five golden bananas, and a blueprint for each of the five playable characters. The Hub Level itself has five golden bananas for each character, as well as an extra one if you caught both banana fairies in every level. If searching for everything isn't hard enough, some of the bonus rounds you have to go through will make you wanna bite something.
- Similar to Donkey Kong Country, Crash Bandicoot 3: Warped had two levels that were accessed from within other levels - one of which was itself a hidden level. Fortunately, neither of these levels were necessary for 100% Completion, but only for 105% Completion.
- The "Last Lousy Jiggy" in the original Banjo-Kazooie is invariably considered the hardest in the game—it lies beneath the instadeath propeller blades of the ship in Rusty Bucket Bay. To get it, you need to complete a series of Timed Missions, one right after the other, involving slowing down propeller blades, tiptoing above bottomless pits, and swimming through Grimy Water all within a short timeframe to nab it.
- Two other contenders would be the 'Mr. Vile' Jiggy, in which the player has to beat a big red crocodile in an infamously hard mini-game. The other Last Lousy Jiggy is easily missed, since it's up the top of the giant tree in the level Click Clock Wood, at an altitude that is only reachable while the player is transformed into a bee and that you never normally have to go to.
- There's also the whole note issue. Click Clock Wood has four variations of the level, and you have to survive all 4 to get the hundred notes with the clincher being you have to start from 0 if you die.
- On a similar note, several of the golden bananas in Donkey Kong 64 are incredibly frustrating to obtain. One of the more infamous is the mechanical fish puzzle in Gloomy Galleon. What's even worse is, if you put off getting that banana, it can trigger a Game-Breaking Bug making the fish nearly impossible to beat without exploiting another glitch.
- There's also one final battle arena crown that you can find, located in Hideout Helm. To get to it, you need to use Diddy Kong's barrel jetpack to fly to the top of the machine K Rool had been planning on using to blow up DK Island. There's no time to get it before you shut down the machine, people who don't know about it will probably not think to look up there because the key to the last boss battle is available, and it's entirely possible to get said final key without it (while you do need a certain number of crowns, it doesn't call for all of them).
- In Mischief Makers, every level contains one Gold Gem. Once you've collected it for each level, there are still two more to collect. The first you get for having an A rating or better for the combined time of all stages, and the second you get by choosing to interact at a certain moment in the ending cutscenes that can only be interacted with if you have all the other Gold Gems, including the one for the combined stage times.
- In Sonic Adventure 2, you will automatically get an A Rank if you collect all of the rings in a level. They don't make this easy, though.
- Metal Harbor has a single ring sitting completely by itself in a place you wouldn't check unless you knew it was there.
- Pumpkin Hill contains a pair of rings floating in an arbitrary, obscured part of the abyss around the level, away from everything else of importance. They're also below the point in the pit that registers as a death, so the player has to use a magnetic shield, which can only be obtained rarely by digging at random around the level, and pull out at the last possible second in the fall.
- Some levels may have a ring or two placed outside normal reach just to make an A Rank impossible through that method. (Mad Space and Pyramid Cave are listed examples, discovered using Action Replay.)
- A phrase "Veni, Vidi, Vici" reminds a lot of players of the extremely difficult to get Shiny Trinket in VVVVVV. Not only is it an order of magnitude more difficult to reach than any other trinket in the game, but your goal is separated from your start location only by one waist-high block, which any sane videogame protagonist would step over.
- In nearly all of the Ratchet & Clank games, the skill points will be a mystery until you earn them (you didn't even know their names until you'd beaten the game once in the first game) and most of the challenge is figuring out what to do. However, there's almost always some skill point that's just plain hard, even if you know what to do. Some of them are almost Lost Forever in Challenge Mode, since the criteria for the point also sometimes set the bar higher. Particularly annoying in Size Matters, where the point requirement for a space minigame is set a lot higher in Challenge Mode...so much, in fact, that the best course of action may be to start a new game for 100% completion. The hoverboard race time trial skill points are also subject to this.
- The "Everybody Dance Now" Skill Point from Tools of Destruction is this Up to Eleven. It involves getting tossing a Groovitron at every Enemy and NPC in the game to make them dance. Yes, ALL of them. The problem is, some enemies only appear in very specific places, and several can be Lost Forever, making them Last Lousy Points within a Last Lousy Point. Of particular note are your NPC allies Cronk, Zephyr and Talwyn, only available during exactly three War Sequences, the MANY variants of Pirates, the Obsidian Enforcers on Planet Reepor (of which there are only 2) counting as separate ememies from normal Enforcers, remembering morphed Penguins also count and, by far the worst, Rusty Pete, who you need to throw a Groovitron at immediately after defeating Captain Slag and ONLY then!
- Super Mario Bros. examples:
- Super Mario World has 96 exits all up. Most levels after the first world have two possible exits. The hardest to find is almost certainly the exit that leads to Soda Lake in Cheese Bridge Area: you have to fly under the exit gate (without going off the bottom of the screen, of course)—going above it will end the level—and come to a landing on a platform behind it. It's not that hard for a skilled flyer, but you have to somehow figure it out or have a remarkably happy accident before you even know that's where it is.
- Yoshi and the cape feather combined makes approaching the secret exit in Cheese Bridge even easier; glide to the bottomless pit with Yoshi in tow and then leap off him as soon as you go under the gate. This is assuming the person even knows about the exit to begin with.
- By the way, still having trouble finding exits in Super Mario World? Have you considered the path between Forest of Illusion 1 and Forest Ghost House? Both levels have a secret exit towards the other level, and both count towards the 96, which means the only path you might be "missing"... is a path you already have.
- In Super Mario Galaxy 2, the absolute final star, only available after collecting all 241 previous stars, amassing 9999 star bits, and beating the final boss twice is without question the hardest level since Super Mario Bros.: The Lost Levels. It's an even harder version of Grandmaster Galaxy (the hardest level in the game) with daredevil comet in effect (meaning Mario has only one hitpoint) and no checkpoints. Six sections, three miserable Boomerang Bros, and zero mercy.
- In One Hundred And Two Dalmatians, each level has 100 bones. Many of them are just lying around, so exploring the dungeon will find them (in fact, it's hard/impossible to get no bones at all). Some need to be sniffed out and dug up. Some are gotten by killing enemies. Some by completing sidequests. And then, in the first level, are some bones that can only be gotten by herding pigeons towards a pigeon statue. No hints are given that this is something you might want to do.
- Most of the secret stars in Braid, the existence of which is never mentioned in the game. Special mention goes to Cloud Bridge, in which you have to wait for a cloud to slowly move left for at least two hours to reach a secret area. And before you think you can just leave the game running for two hours: you need to jump on the cloud at about the 50 minute mark and then continue waiting.
- La-Mulana has several ROM cartridges that are particularly brutal to find. A1 Spirit is a nasty one; it's found by standing on the arm of one of the Goddess statues in the Tower of the Goddess...except the goddess statue disappears after you solve one of the puzzles. It's not Lost Forever, though, you just have to destroy the block that hides it, which takes a full box of Pistol ammo. Pistol ammo costs at least 400 coins per box.
- The final Life Jewel in the Dimensional Corridor. You have to ride up to a platform on a miniboss' back, climb up to the screen above, stop a block at a very specific point with the Lamp of Time, and then pull off several tricky jumps through a spike-lined room to get it. You can't warp out of the Dimensional Corridor, you can't leave the room without killing the miniboss, and the Lamp of Time takes three minutes real-time to recharge after every attempt. Also, killing the miniboss will make it much, much harder to reach the upper screen where the Life Jewel is.
- Hey friends, want to get 100% completion in Mega Man Powered Up? The number is written on your save so it's going to haunt you until you do! Well you're going to have to beat every stage in the game three times, once in each difficulty. Also, you'll have to beat all 8 Robot Master with your buster to unlock them as playable. Then you'll have to beat every stage in the game three times with each Robot Master. Also, you'll unlock three alternate versions of Mega Man, one of which is deliberately terrible, and you'll have to beat the game three times each with those as well. Oh, and you'll also need to download Roll and beat the game three times with her, and either download or win Proto Man and do it three times with him. It doesn't matter if you download Proto Man or unlock him, because you unlock him by clearing the brutal Challenge Mode, and that's required for 100% as well! And then there's the unlockable level editor features. Oh, and even though it's a separate save file, you'll probably want to beat Classic Mode, a reskin of the original Mega Man, as well. To recap, you need to beat an insane challenge mode, fight the Robot Masters without weaknesses, find a mess of secrets, and also clear the game 43 times.
- Super Scribblenauts: The final Starite is found by using the time machine. There's a chance that the time machine will take you to a Nostalgia Level with the final Starite in it.
- Antichamber: Have fun trying to find that one last image you're missing on the Hub Level's picture wall!
- F-Zero GX has everything related to its arcade counterpart, F-Zero AX. There are a set of racers, a whole set of tracks, and a set of parts that can be unlocked by taking your Gamecube memory card to an AX machine. Sounds easy enough...except that if you live anywhere outside Japan, you can count yourself very lucky to live anywhere near one, rendering everything but the racers nigh-impossible to get outside of cheat devices. And even then, the alternate method for unlocking the AX racers still requires you to clear the already brutally Nintendo Hard Story Mode missions on Very Hard mode (one level for each racer.)
- Each racer also has a special movie that unlocked when you win a cup with them on Master Class difficulty. There are 41 characters, meaning you have to beat the hardest difficulty 41 times. And that's not even getting into the interview questions at the end of the cup, of which there are four per character. Per difficulty level. And you can only ask one per cup victory. Go ahead and do the math. We'll wait. note
- In DJMAX Portable 2, the Last Lousy Mission isn't "Enter the Pentavision", the last mission in the game. It's "Just 1%", a mission which, on top of having to chain three Fevers on each song, requires you to clear each song without the "MAX 1%" judgment, yet you're allowed to miss notes.
- Dance Dance Revolution Extreme US had the Last Lousy Song "Memories", which was only accessible via a code released two years after the game's release.
- DDRMAX US had "Drop The Bomb(System SF Mix)", which had to be unlocked either by playing 500 songs or completing the long and hard Hardcore Oni Course.
- Rhythm Rally II in Rhythm Heaven.
- Most of the Remixes count, but Moai Doo-wop 2 and the aforementioned Rhythm Rally 2 have driven many a completionist utterly insane.
Shoot 'em Up
- For 100% Completion of the compendium of Persona 3: FES, you need to unlock Orpheus Telos and fuse him. However, to actually get the ability to fuse him is that you must have every single social link maxed by the end of the game. It's nigh-impossible to complete this task without a guide: The game takes place over a typical school year with interruptions, and specific social links are only available on conflicting days — doubly so for the "girlfriend" social links, which break apart if you try to do multiples at once. In the original game, this involved spending every single day in the game in a very specific order (and intentionally getting one character angry at you); in the expansion, you have a few spare days at the end, but still cannot deviate from a very specific plan.
- In Pokémon—that is to say, every single main series Pokémon game—there are one or two special Legendary Pokémon which are not available normally. These are usually obtained by storyline events, and with the One Game for the Price of Two mechanic, you usually have to trade for the last one. That's not the Last Lousy Point. The Last Lousy Point for Pokémon games are the Mythical Pokémon- those Pokémon you cannot get without outside help, usually obtained via a special Nintendo event (or, for the more opportunistic, using a cheat device). They may show up on the GTS (barring the ribbon holding mons that can't be traded) but they go FAST when it isn't someone just looking to store it there by asking for something like a Level 9 Reshiram that they can't ever get. As of the fifth generation, there are now thirteen of them.
- Four of them can be gotten from spin-off games at any time, which can be extended to seven with a Japanese-only bonus disk and some glitch abuse. Nintendo has seemingly recently started to repeat event distributions a lot more often than they used to, but it's still quite annoying.
- The first generation featured four Pokémon (Gengar, Machamp, Golem, Alakazam) that could only be obtained by trading - this was done to encourage One Game for the Price of Two.
- Many Pokémon are exclusive only to one half of the One Game for the Price of Two, and you can only get them via trading. Some will at least appear used by NPC trainers to allow completion of the Pokedex, but others, like Braviary in Gen V, don't. There's also usually only one of the two legendary mascots of each gen available in one game unless you're playing the "third game", where both are usually available, or getting lucky with a Wi-Fi event.
- Braviary is used by exactly one trainer in the game, Cynthia, so while those with only Black version can't catch it themselves, they can at least see it for the Pokédex and request it on the GTS. The real problem is its pre-evolution, Rufflet, and its Black version counterpart, Mandibuzz, who, like Chimecho mentioned below, are one of the few non-legendary Pokémon never to be used by any in-game trainers in its generation. If you're playing Black and request a Braviary, you can breed for a Rufflet, but until then, you can't even request a Rufflet.
- Gen VI fixed the problem of requesting what you haven't seen; now you can choose an option to just type in a Pokemon's name.
- Every game since has introduced new Pokémon that can only be obtained by trading them while they are holding a specific item (Kingdra, Steelix, etc). Said item naturally could only be found one time at one place once in the game (however, in later games, some trade-item evolution Pokémon like Steelix are available in the wild).
- The real Last Lousy Pokémon is a normal Pokémon, Feebas. It's found on six randomly generated tiles in a gigantic pool of water, and thanks to the random encounter system there is no guarantee that you haven't found its tile already but didn't notice.
- The evolution of Feebas, Milotic, is far worse. Without looking at a guide (or the internet, to be fair), it would be difficult to guess that the slimy bug-eyed brown Feebas would evolve into the beautiful brightly-colored serpent-like Milotic. Furthermore the only way to cause the evolution is to make it beautiful by feeding it candies. And in order to get enough Beauty, it usually requires a Special Attack-boosting nature, decent to high quality Pokéblocks, and semi rare berries.
- Fortunately, Gen V made things easier. You can get Milotic by trading Feebas holding a Prism Scale. Or you can occasionally catch a Milotic outright in the rippling water off Route 1 after you have Surf and the National Dex.
- Even Game Freak realized this was too much work. In HeartGold/SoulSilver, due to the removal of Poffin making, Feebas could be evolved by getting it massaged. Of course, you can only do this once a day, for just one hour a day, and if you miss it, you've gotta wait 'til tomorrow. Possibly as an apology, in Black & White, you can evolve your Feebas by trading it with an item attached, like many other Pokémon.
- The Socialization Bonus requirement for getting Spiritomb is talking to people 32 times in the Underground. Add to the fact that one needs to leave and reenter the main part of the Underground to make repeated conversations count and it's a fairly tedious process for people who don't have anywhere near that many friends to play with.
- The only other way to get a Spiritomb lies within the Pokéwalker (a Pedometer with a Pokémon catching minigame built in) that was sold with Heart Gold/Soul Silver. Naturally this was still mind-numbingly hard, as you had to earn 100,000 watts to get the route Spiritomb's could be found on. At twenty steps a watt, you had to take two million steps before you unlocked the route. At least this part was cumulative, once you got the route where you could get a Spiritomb, you still had to walk over 10,000 steps in a single day to have any sort of chance of actually seeing said Spiritomb, and even then the chances were still very low.
- All this just makes many a player glad they're not tasked to find the 1 in 8,192 odds of seeing the shiny form of each Pokémon. It's already nigh impossible without access to every game since at least Generation III in which all legendaries and mythicals have been caught.
- Speaking of Pokémon: let's say two friends set out to max out Generation I. One gets Red, the other Blue. They pick different rewards when opted (the fossils and the dojo Pokémon). They trade every 'mon the other couldn't have on his/her own, and even take advantage of a glitch to get the ordinarily unobtainable Mew. How many would they end up with? That's right, 147 out of 151, the Last Lousy 'Mons being the third form of Eevee and the third starter plus its evolutions.
- Chimecho in the third generation games. 1% Chance of finding it on Mt. Pyre, which you're bound to be on ONLY for the plot (or the awesome music). And since no trainers have one, you may not even know it exists unless you have a player's guide or look at internet walkthroughs. Thankfully, Chingling are easily found in Generation 4.
- Another third gen problem is Skitty. It's found in one area of one route, but at only 2% chance of finding it, good luck and lots of patience are required. And in Gen IV, you had to wait for a swarm after you beat the game. It explains the fact that so few Skitty are found on the GTS even now.
- Occasionally Skitty swarm their route in Gen III as well, which relieves the pressure slightly.
- In the Mystery Dungeon series, you have Kecleon. You have to be level 90 or higher, have the Friend Bow (in the Rescue Team subtitles) or Golden Mask (in the Explorer subtitles) equipped. Then you need to find a Kecleon Shop, get an item and choose not to pay for it. Kecleon will then call some friends to attack you. You have one in a thousand chance of recruiting one. And in the Rescue Team subtitles, if you do get lucky and recruit one, you have to make it off the floor with your recruit alive, or else try again. Escape orbs do not work, by the way.
- In Final Fantasy X, you need to capture 10 of every monster in Spira note in order to access the hardest boss in the game. By the time you get access to weapons with the Capture ability on them, catching monsters from earlier levels is fairly easy, and you can capture monsters in later levels as you're clearing them for story purposes. There is, however, one monster called Tonberry who has the lowest appearance rate of any monster in the game. You can run around for hours in the Cavern of the Stolen Fayth without seeing even one, and you'll almost definitely have caught 10 of the other monstersnote in the game before then.
- In Final Fantasy X-2, If you miss talking to the Moogle-Suit person (Who turns out to be the real Yuna in disguise) towards the beginning, while pursuing the fake Yuna, you'll lose 100% completion.
- Hell, that game is full of those. Pick the wrong side? Can't get 100%, sorry. Didn't do the exact right sequence of things before AND during the investigation? Can't get 100%. Saved the Zanarkand Ruins mission for last in the last act? My, that certainly won't do. Didn't wait for the whistle? Haha! You loser! Touched the controller during the Exposition Break, or even skipped a cutscene? Might as well start over from the beginning. Fractured your skull against a wall? Oh, you'll never make it as an FFX-2 player if your head explodes.
- The game is fortunately kind enough to provide a New Game+. And the percentage points gained from faction sidequests don't overlap, so by the virtue of New Game+ you can reach an onscreen 100% without ever having to beat the nigh-impossible Bonus Bosses.
- And let's not forget the Dresspheres, and the Garment Grids - the best Dressphere in the game, the Mascot, is unlocked by talking to the innkeeper. In all five chapters. As for the Garment Grids, the last one you get gives you the intrinsic ability to use a Game Breaker ability - if you never run from a battle during the entire game. It is also unlocked by viewing every possible enemy in its Oversoul mode - an annoying challenge that virtually requires fleeing from enemies regularly (thank goodness the Grid and its Game Breaker carries over into a New Game+). Bottom line - Only about 40% of the game is completed if you just run through, and that other 60% is VERY easy to miss something out from, so if you want everything, buy a strategy guide (or better yet, check gamefaqs.com), or get ready to reset constantly.
- Trying to get the Monster Collection fragment in Final Fantasy XIII-2 is particularly painful, as it requires you to defeat every enemy in the game, some of which are Bonus Bosses capable of stomping you and many rare monsters that pretty much require a guide to even find.
- FFXIII-2 is full of these. A particularly sadistic fragment is Lucky Coin, which requires you to win 7,777 coins at the slots in Serendipity. Against a very realistic slot machine, where there's no way to game the reels, rig the machine, or really do anything unless you have superhuman reflexes and a photographic memory. And if you do what some guides recommend and put a rubber band on the 'autoplay' button, then it cuts your chances of winning anything by 33%.
- The Travel Guide: Academia fragment. It requires you to get 100% exploration on all Academia maps. Academia 400 AF is That One Level, Academia 4XX AF is a massive sprawling city with dozens of obscure little nooks and crannies, and Academia 500 AF is a platformer level with many out of the way platforms that are insanely hard to reach. Even worse, getting all the Travel Guide fragments unlocks the Battlemania Fragment Skill, which increases the chance of rare monsters spawning, and is something you'll definitely want to get.
- Final Fantasy IX is kind enough to not keep track of completion percentage, but it STILL manages to drive the player insane by having an obscure "treasure hunter ranking" that tracks how many treasures you collect. This includes many "key items" that can be lost forever, one of which is because the guy who gives it to you needs three very easily missable key items and he DIES in the fourth disk — and no, you can't just steal it from his house. Many of the missable items are chests that, for some reason, get refilled (so you miss the chance to gain their previous contents), during periods when you have no reason to be anywhere near their locations.
- Several of the best items that will help your party — with stats and by giving you abilities you otherwise couldn't get — have to be synthesised from weaker items that you probably already sold, or can be bought in stores that have already been destroyed, or are locked away in a town that was enveloped by giant tree roots.
- Equipment that boosts stats also boosts stat GROWTH, meaning that you have to wear it starting at level 1 to get the maximum benefit out of it. Some of the best stat-boosting equipment is only available on disc four, and to get that far still at level 1 you need to run from every battle, find special "friendly monsters" to gain ability points, and use obscure strategies for many bosses.
- And to make matters worse, you have to get Marcus during the short period he is in your party to level 99, because Eiko later inherits his stat bonuses, but not his level (contrary to Amarant, who inherits Blank's level). Of course this also means you can't get perfect stats and Excalibur II in the same game.
- The best example, however, is Steiner's Excalibur II, which can only be found in the last dungeon of the game (the game is four disks long) and you have to get there before the twelve-hour mark to get it (else you have to keep the game on for TWO YEARS to get another chance at it). There's a guide online that perfected this challenge, showing that it's possible to get the Excalibur II and all missable items and remain at level 1 for stat gains. It'll take you hours to read it.
- The nearly sole reason why many treasures, items, and events are a Guide Dang It was due to Square releasing an online system alongside the game that told you where everything was, but to actually use the system proper, you needed a strategy guide published by Square which wasn't an actual strategy guide at all. Instead, the "guide" contained codes you used on Square's website to obtain the information.
- In the Tales Series, there is a considerable amount of this. Oh, there's the usual 100% items, monsters, weapons, armor, etc. But then there are the skits. The optional, story or even completion level dependent cutscenes that pop up. They can be easy to miss, since they don't instantly start, and only give that option after a few seconds pause. If your hurrying along, you can easily miss them. Some are only available in ONE specific room after ONE specific event. Also, they usually have their own completion counter, and when some skits only show up on certain story paths, of which there can be more than one, you have to play through the game more than once.
- Tales of Symphonia must be completed three different times to even have a chance at 100%.
- Made worse in the Updated Re-release on the PS2 (Which is what the PS3 version is based off of.), where in order to get all the titles, you must complete the game a few more times with to get the new costumes for everybody (except for Raine, who gets hers from the Casino.) And what's worse is that certain characters will give two titles, one for them and one for the person they're closest to (Picking Genis' best friend scene will nab both his and Presea's costumes.) But if you pick somebody else only they will get a title (Picking Presea will only get her costume and not Genis'.)
- If going for 100% completion including the skits, you're going to have to play the game 8 times, as every character has their own skit if you pick their ending.
- Even worse, to get 100% on the Collectors Book you have to get Zelos as your best friend. The guy barely trusts you when he joins the team and takes a lot to win over. Even if you do everything right it may still take more than one playthrough to get him. Oh, and some of the choices that make him like you more have a negative effect on other people (like the equally difficult, Presea, who fortunately doesn't give you anything for the Collector's Book).
- And just as bad is Genis' strongest weapon, One World. To get it you need to beat 99.9% of the game. See, after you open the door to the final boss there's a scene and a teleporter to the boss. Instead of fighting the boss, you need to leave the room and go play a minigame that offered mundane prizes before now (you're not actually told the prize is better now). The minigame is very difficult. If you win, you get the Infinity Plus One Kendama. This is likely to be the last item you get in the Collector's Book.
- In Tales of the Abyss those last points will probably come from the Din's Shop weapons, seeing as the game never tells you exactly what you can find there, or how many points they cost (with Dymlos, the most expensive weapon in the shop, costing 160 points). And you only get a measly one or two points for most of items you bring in, and only certain items give points towards each category. There's a damn good reason GameFAQs has a whole guide dedicated to this shop.
- The Full Metal Edge and Golden Armor: as a reward of a sidequest, you must pick one of the two, so you need a New Game+ and pick a different option on it to have both registered into the Collector's Book.
- The US version has a bug that makes one skit scene (#266: Poor Thing) unable to start. You can still watch it on the Skit Scene Viewer in a New Game+, but you'll never get it on the game itself, and it won't count for your completion status.
- The Last Lousy Vivosaurs in Fossil Fighters are a quintet of baby birds, one for each element (minus Legendary). Their abilities aren't generally that special, but the only way to get them? To get every other viviosaur in the game and max out their levels. That'll keep you busy for a while... However, it is possible to play with the Neutral-type one, Squirk, early if you get lucky using Aoptryx's Ancient Power "Transformation" ability.
- The Last Lousy Monster in Monster Rancher Advance 2 is Octochrome. The only way to get it is by raising an Octopee monster to S-rank, and then waiting to be randomly attacked by it. If you beat it, you get a code for it. The problem? Thanks to a glitch, it's totally unobtainable. Well, unless you break out the cheat device.
- In The World Ends with You there are many things to buy, monsters to beat (on several difficulties each no less) and pins to collect and master. If you miss something along the way, never fear. Completion of the game allows you to return to any point in the game and redo any challenge or find anything you may have missed. The catch? There is one event earned pin that will only be given out ONCE. And ONLY once. If you happen to sell it before mastering it for some reason then you have no way of ever getting it back and then the perfect game is, in fact, impossible unless you feel like going back and starting all over again.
- The Baten Kaitos games love this, as part of the incredibly sadistic 100% Completion they offer. In the first one, the Last Lousy Magnus is usually either the Frost Cap (dropped by one enemy in the Trail of Souls, which you visit once), the Splendid Hair (age Shampoo for 336 hours real-time), or the Maskless Mizuti Shots (two pictures taken of one of your characers while in the middle of a very specific boss battle, one of which has a minuscule chance of appearing). All with an extra helping of Guide Dang It and Lost Forever, as none of these are even hinted at in game and many of them are only available once.
- The second game was a little better about this, although several Magnus could easily be Lost Forever and some others required obscenely long aging times or convoluted magnus mix recipes.
- This is sadly not possible if you don't have a copy of the first game (or at least a save file of it), otherwise your harmless Soul Jar can't be upgraded and you miss three magnus.
- If you didn't appreciate collecting all of the magnus the first time, don't fret! You can do it all over again, by feeding all 150+ quest magnus to your friendly Pac-Man in order to get the last one. Hope you wrote down which you did or didn't feed it so far. Yay!
- The Frequent Friend trophy in Kingdom Hearts 3D is a huge pain to get, thanks to it requiring the use of the game's StreetPass functions, which are rather unreliable when it comes to exchanging data with other players. If you don't have any friends with the game, it basically becomes a Luck-Based Mission, due to the ability to StreetPass Non Player Characters being seemingly broken in the English version, meaning you'll just have travel everywhere hoping you pass someone and get the StreetPass to go through properly.
- Players aiming for 100% in the Trinity Archives in Kingdom Hearts: Birth By Sleep may run into some trouble, for even after completing the individual reports of the three characters, the Item Collection screen may still be at 98 or 99%. There's no consensus on what makes up these last points, with some people saying you need to acquire all the special keyblades with the three characters (which implies beating what may be That One Boss of the entire series three times), while others point to the completely useless arena ticket itens and recipes (none of which go in the reports section and cost a lot of medals). Even if you manage to get the Item Collection to 100% quickly, you still have to play for at least 80 hours for a trophy.
- In Blazing Star, it is possible to get the L-U-C-K-Y Spelling Bonus in Stage 3, but the "Y" is easily missed by players who plow through the Mini-Boss quickly instead of waiting for it to appear.
- In Streetpass Mii Plaza's Mii Force/Streetpass Squad, the very last Treasure a player is most likely to find will be one awarded upon defeating two specific enemies simultaneously. There are three of these in the game, and all of the enemies involved are Damage Sponge types, you get no health bar to make sure you can nail those last hits at the same time, and the enemies move around the screen. As it's a Streetpass game, it's not a matter of trying again and again—after you've screwed up three times, you'll have to gather up some more Miis and try again.
Wide Open Sandbox
- The Thief games require you to collect a percentage of the treasure on each level depending on difficulty level. On the highest levels, you can expect to spend many a frustrating hour looking for those elusive last few bits.
- Dishonored requires you to collect every gold piece in a level for 100%, be it dropped coins in the street or the contents of each guard's wallet.
- The 64 Kerotan frog toys distributed throughout Metal Gear Solid 3 aren't all that bad, set against the standard of other games on this page. There's a camouflage available that lets you hear Kerotans in a room or screen you haven't shot yet, so you know to keep looking for them. The real problem is the Kerotans you need to shoot during the bike chase scene. You only get about a second to line up a proper shot, and seldom have the time after making a shot to listen for the sound they make to confirm that you even got it. Save-scumming is the only safe option. Failing to get the Kerotan Rank after being completely sure you got all the Kerotans in the bike scene is, to say the least, highly distressing.
- If you use the cheat codes and then save in Grand Theft Auto: Vice City, one of the hidden packages will disappear permanently.
- To say nothing of the Ambulance and Firefighting sub-missions, which can be controller-breakingly frustrating, especially if at a high level of the Firefighter missions you lose because you couldn't douse a burning man inside of a pizza restaurant.
- You could probably just put the entirety of Just Cause 2 in here...
- Though a particularly infamous example to mention would be the fact that some of the cities as so MASSIVE and filled to the brim with things to collect and destroy you'll end up with 100% completion but no official fanfare to signify it. The reason for that is due to the actual calculation of a single percentage in the area is SO miniscule it's not actually the real 100%! Have fun finding those last few water-towers and that statue you didn't know you missed...
- Take a look at the list of achievements for a given game on Steam. The ones with the lowest achieved percentages will be the ones which fit this trope.
- TrueAchievements.com has a system for rating Xbox 360 achievements on their difficulty: Take the total number of gamers tracked who have the game (defined as having at least one achievement for that game), divide by the number of gamers who have that achievement, then take the square root to get the TAScore. The easiest achievements have a TAScore closer to 1.00. Once you get past 5.00 or so, you're in Last Lousy Point territory. PSNProfiles.com has a similar system, but they just give you straight percentage points for how many gamers have managed that trophy. If less than 5% of game owners have a particular trophy, then...yep, you guessed it.
- Resting your GamerScore on a number that isn't a multiple of 5 will likely cause a modicum of annoyance. Harmonix played on this obsession with nice, neat numbers with Rock Band 3 where there is an easy-to-earn Achievement worth 4 GS (you're likely to stumble on it during your first couple of plays). To get that number to a smooth 10 and set the universe back in order you have to earn a 6 point Achievement for linking your account with the Rock Band website for stat tracking.
- Double Dragon Neon gives you 1 GS for starting the game, with the Big Bad mocking you with a "Now finish what you started!" as its description. Clearing the game and defeating the Big Bad will net you the remaining 19 GS. Not too tough, but very annoying.