"One of the most challenging 3D platformers ever, with over 13.9 trillion bananas to collect. But some sick fuck degenerate decided to color-code each and every banana to a specific character. That's taking it too far [...] This game was made by monkeys."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 Permanently Missable 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.
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- 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:
- The game has one that requires gravity-jumping into the wall, and then morphing into the wolf to unlock. Certain parts of the map you would never need to explore are thrown in just to make 200% a daunting task. Some need glitches to access, making the true total 425.5% and rising.
- Mudman, if you want to complete the Enemy List. It can only be summoned by the Lesser Demon boss that is fought in the first castle. And its inverted castle versions only replicate themselves.
- 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.
- 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:
- 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 tells Link he has surpassed him and starts calling you Master (he also asks Link if his index finger is tired). Orca's AI becomes increasingly more aggressive and counter-happy the more hits he takes, so good luck.
- The only way to unlock some of the cutscenes 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.
- The figments of imagination. The levels 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.
- Rank 101. Not only do you have to get every collectible and figment, you also need to go back into Basic Braining and re-do the combat training repeatedly, with it getting more difficult each time.
- 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 out.note 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".
- Sierra adventure games:
- 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 V: The Next Mutation).
- 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 need to unlock a secret race, which requires 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. There's also 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.
- Super Smash Bros.:
- The Diskun Trophy in Melee is not worth the effort, and wouldn't be, even if the game paid 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.
- The Subspace Bomb Factory (lower) in the adventure mode of 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.
First Person Shooter
- 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 Trilogy 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 Ice Shriekbat from the first game is an infamous example. 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. In the rereleased version in the Metroid Prime Trilogy compilation on the Wii, the Ice Shriekbats respawn. 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.
- Metroid Prime 2: Echoes has a specific type of door that only appears in an enemy fight, requiring you to turn away from the enemies to scan it.
- Metroid Prime 3: Corruption has two examples:
- There's 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. Thus, if you want to scan it, you'll likely have to let them attack the vessel where you are.
- Of the 26 vouchers that can be collected, one requires a No Damage Run through a Morph Ball segment in which Ridley is attacking you. Even a mere damage by contact with him will ruin this achievement.
- 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.
- The Binding of Isaac Rebirth. Seeing how the game in itself is a RNG, achieving Real Platinum God (or 1001%) is gonna take some time and luck:
- The alternate form of Gemini, Steven, gained a ridiculously rare unique drop: the item Steven was removed from every drop pool except for Steven's, and Steven is far more likely to drop Little Steven. The Afterbirth DLC made Steven a lot more common by adding it to the Gold Chest item pool.
- Both Meat Boy and Bandage Girl require fighting all four of the Horsemen of the Apocalypse bosses in one run. And while having the Book of Revelations helps guarantee you a fight with a horsemen, the fact that Death can be replace with Conquest (who only drops the White Pony item) makes this even more luck-based. Again, Afterbirth makes this a lot easier using a trick involving the Box of Friends.
- Any of the Secret Room exclusive items (1up, Black Lotus, Skeleton Key, Missingno, and Raw Liver), simply because Secret Rooms so seldom spawn items in Rebirth. The best you can do in Afterbirth requires a time-consuming method that involves infinite money, item restocking, and item pool randomization.
- In Plants vs. Zombies, there is an achievement for growing the Tree of Wisdom to 10,000 feet. In order to do this, you must first get most of the way through Adventure Mode. Then, you must buy the Tree of Wisdom for 10,000 coins. Then, you must buy Tree Food for it from Crazy Dave's shop for 2,500 coins per bag. Each bag grows the tree by one foot when used. Obtaining enough coins for even one bag could easily take an hour or more, and your best bet if you want to be able to do something other than play the game for all eternity is to leave the Zen Garden up while you do other things and let a friendly snail collect the coins that your Zen Garden plants produce, though you still need to check on said snail regularly to make sure he stays awake and it can still take a long time to earn enough coins for 10,000 bags of Tree Food. This adds up to a grand total of 25,000,000 coins. Have fun.
- Audiosurf has the Stealth Legend achievement. To get it, you have to play in the only mode where there are obstacles, at the highest difficulty level (ignoring the optional 'Ironmode'), and dodge every grey block. On a song of at least 11 minutes in length. This is compounded by the fact that the only file many players have that's long enough is Albuquerque by "Weird Al" Yankovic... which happens to be a very hard song to play, since loading it results in a track which repeatedly switches between 'slow', 'reasonably fast', and 'insanely fast'.
- Given the Random Number Generator-based nature of the Animal Crossing series, collecting all of a given thing can end with this. It may take weeks for the game to generate the last fossil needed for your museum, you may need to wait almost an entire year for the last fish or bug to appear in a given month, the list goes on and on.
- 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 (It was years before there were any other known trophies not 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 levels of the in-game currency, 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".
- When you reach level 50 in City of Heroes, it shows you as being one Experience Point away from level 51. There are any number of jokes among the player base about how you get that last lousy point.
- 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.
- Donkey Kong:
- In the first Donkey Kong Country, the 101st percent can 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.
- In Donkey Kong 64:
- 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 earned after you've caught all Banana Fairies in the gane. If searching for everything isn't hard enough, some of the bonus rounds you have to go through will make you wanna bite something.
- 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).
- Crash Bandicoot 3: Warped has two levels that are accessed from within other levels - one of which is itself a hidden level. Fortunately, neither of these levels are necessary for 100% Completion, but only for 105% Completion.
- There are two candidates for "Last Lousy Jiggy" in the original Banjo-Kazooie:
- The first one 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.
- 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 that you have to start from 0 if you die.
- 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.)
- Kirby Super Star Ultra, Kirby's Return to Dream Land, and Kirby: Triple Deluxe have The True Arena. Unlike the regular Arena, which is relatively easy once you get the hang of it, The True Arena is a brutal Boss Rush with amped-up bosses, even less healing items than The Arena, and at least one boss you haven't fought before until that point. You could just ignore it... if it wasn't necessary for 100% Completion.
- Also in Triple Deluxe, to get 100% Completion, you need to collect all of the keychains. There is one rare keychain per level, and there is almost no indication whether or not you are missing a level's rare keychain (Unlike regular keychains, rare keychains are fixed, so unless you use a guide, you're not gonna know which rare keychain you have or haven't obtained in which level). Have fun scouring every corner of every level until you've found them all!
- The same goes for Planet Robobot, but this time the game at least tells you which stage a rare sticker is located in. Other than that, it's just as tedious.
- 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.
- Ratchet & Clank:
- In nearly all of the 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; there are also some games that subvert the "Not Seeing the Skill Point description" thing, namely Deadlocked, All 4 One, and Into the Nexus) 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 (like in Ratchet & Clank: Going Commando, where a Skill Point on Dobbo requires the player to kill all of the enemies with weapons from the first game, which are MUCH weaker than the new game's weapons). Some of them are almost Permanently Missable 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 shooter 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 are Permanently Missable, 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 enemies 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!
- "Vandal" in Into the Nexus. You have to break all of the windows on Planet Silox, which is hard because certain areas get blocked off after you complete the planet, and the windows you need to break are only different from the unbreakable ones due to being brighter blue, requiring you to always be looking everywhere in case one of these windows is not like the others.
- 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. You can also use Yoshi to make it easier, but good luck maneuvering through the moving sawmills to rach the exit in the first place (Mario can't use the ropes when he's mounting Yoshi).
- 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.
- Super Mario 64 rewards the player for collecting 100 coins in any level with a star. That's all well and good, but some levels have barely enough coins to meet this requirement, including coins that only exist temporarily (one level has only 106 coins total). This leaves very little margin for error and often results in fruitless searches through the entire level to find those last few coins.
- 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.
- Super Mario 3D World requires you to beat all stages with all characters to get the maximum amount of completion stars on your profile. And one of them isn't even available until you beat a certain level. Of course, you can always play every stage with friends, but the five characters compared to the four-player limit still forces you to play them at least twice. And before that, you have to complete Champion's Road, an Expy of Grandmaster Galaxy. And you have to complete it at least one more time.
- In Super Mario Maker, any of the five Mystery Mushroom costumes unlockable only through 100-Mario Challenge in Super Expert would count. The Super Expert difficulty was created a few months after the game's release to separate out the courses people were having a tough time with in Expert. Most Super Expert courses have clear rates below 2%, and you have to clear 6 of them in a row without losing all 100 of your Marios.
- In 102 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 Masters 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.
- There are some prize bubbles in LittleBigPlanet that are really hard to get. They may involve multiplayer puzzles, or they may just be really well hidden. Gets worse when they're early in the level, as you still need to complete it in order to receive the "Collected All Prize Bubbles" rewards at the end.
- 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.
- Have fun trying to find that one last image you're missing on the Hub Level's picture wall!
- Luck-Based Mission: A few of those Last Lousy Points are Luck Based. In particular, the middle drop in "Laying the Foundation" is completely luck-dependent.
- Lampshade Hanging: The game knows this and taunts you with it.
The more you complete, the harder it gets to find what you've missed.
- 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.note
- In Mario Kart 8, you unlock vehicle parts by collecting Coins. The second-from-last part is unlocked at 2,800 Coins. The last part, the Gold Glider, is unlocked at 10,000 Coins.
- 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 (the lowest judgement rank that isn't a miss), 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 has "Drop The Bomb(System SF Mix)", which has 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 also count, but Moai Doo-wop 2 and the aforementioned Rhythm Rally 2 have driven many a completionist utterly insane.
Role Playing Game
- 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.
- There are one or two special Legendary Pokémon per game 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. Some normal creatures are also version-exclusive. 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 impossible like a level 9 Haunternote . 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 later started to repeat event distributions a lot more often than they used to, but it's still quite annoying. Thankfully, your Pokédex is generally treated as complete even if you don't have the event-only creatures.
- There are some things that only evolve by trading, so you had better have either multiple copies of the game or a friend who also plays it. In the first games, Golem couldn't even be seen without tradingNote , since no NPC used it and there weren't any pictures of it lying around for your character to look at. Up until Gen VI, you couldn't request anything you hadn't seen, which made this sort of thing worse; now there's also an option to just type in a Pokémon's name.
- There are also some 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, and some of the required items can now be obtained as prizes for minigames. Some of items can also be held by some specific wild Pokémon, typically at a rather low chance, so you can avoid minigames and just try to encounter those exact species with a 'mon at the front of your party that has the ability Frisknote and the move Thief.note However, the "robbing the wildlife" method can still take hours.
- 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, also counts. 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, which is otherwise pointless outside of an optional minigame. And in order to get enough Beauty, it usually requires a Special Attack-boosting nature, decent to high quality Pokéblocks, and semi-rare berries to make the candy with. Even Game Freak realized this was too much work. In HeartGold/SoulSilver, due to the removal of treat 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 is still mind-numbingly hard, as you have to earn 100,000 watts to get the route Spiritomb's can be found on. At twenty steps a watt, you have to take two million steps before you unlock the route. At least this part is cumulative, once you get the route where you can get a Spiritomb, you still have 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 are 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 impossible even with access to every game since Generation III in which all Legendaries and Mythicals have been caught. Some Legendaries are specifically coded to never appear in their shiny form, with said form only existing within the game's code for consistency's sake. And event exclusives are distributed specifically in either normal or shiny form, with the event either giving out one or the other. Arceus wasn't available legitimately in its shiny form until Generation 6, and that event only took place in Japan.
- Chimecho in the third generation games. 1% Chance of finding it on Mt. Pyre, which you'll probably only visit for the plot (or the awesome music). And since no trainers have one outside of one place with randomly-generated battles, you may not even know it exists unless you have a player's guide or look at internet walkthroughs. Thankfully, its baby form is 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 were found on the GTS up until Gen VI, when they finally became a more common early-game encounter. 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 Sun and Moon, the Zygarde cores are scattered throughout the games' world, and some are only visible only during the day, or only at night, meaning you'll almost certainly miss some of them. In the same games, there are some Pokemon that will only show up as allies in SOS battles with other Pokemon, meaning you could go through the entire game without ever seeing one of them outside of trainer battles.
- 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.
- 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 well as get an Episode Complete in the final chapter for every location in the map, with every location being a Guide Dang It in itself, because if you mess up early in the game on the Mi'hen Highroad and don't get a specific outcome of the machine malfunctioning mystery there, you lose the Episode Complete and the chance to get the Mascot on this run.
- 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.
- And even if the player goes through Touching The Moogle early on and everything, the player can still end up with exactly 1% missing for the wanted 100%. All because you did not pick the 'right' choice at the beginning of Chapter 2.
- Final Fantasy XII:
- The Rare Game are this trope personified. There are 80, and each of them have certain conditions to spawn in specific areas, ranging from simple (40% chance to spawn when you enter, 20% chance to spawn after killing a certain enemy) to the tedious (wait in this area for X amount of time, kill X number of creatures) to the outright batshit insane (kill all the enemies in this area before anything respawns, then leave and return).
- While not as bad as Rare Game, filling out your Clan Primer can be just as infuriating. You might need to kill 10 of a particular enemy, and only one spawns in the area you're in, forcing you to move two areas away to make everything respawn so you can kill them again.
- The monsters in Barheim Passage deserve special mention: If you want the entries for Zombies and Specters, you must allow the Battery Mimics to drain the power...and then survive the undead onslaught. You can get them later, but Zombies appear in the Tomb of Raithwall (which you won get to for another 10 or so character leves) and the Specters reappear as enemies in the secret areas of Barheim...at almost level 40!
- Final Fantasy XIII-2:
- Trying to get the Monster Collection fragment 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.
- The Lucky Coin 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:
- The game 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 those key items are only available by playing very, very repetitive mini-games that don't otherwise grant a player any other rewards beyond non-unique Tetra Master cards (which aren't good for anything beyond playing Tetra Master anyway) long past most people's patience level. The worst of all is the Athlete Queen, which has a very small window of opportunity to get, and has you race against an NPC until he reaches racing level 80. His level only increases when you win, and he eventually becomes extremely difficult to beat. Good luck trying to get the Excalibur II in a perfect game if you count the Athlete Queen, as the limited window means you can't put it off until later.
- 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.
- Steiner's Excalibur II 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.
- Final Fantasy IV has a few Last Lousy Bestiary Entries for the "Know-It-All" achievement:
- "General" (encountered while protecting Rydia in Kaipo) and "Captain" (encountered in the defense of Fabul) will run away if their henchmen are killed first and are only encountered during those times. You must kill them first to get their entries.
- The boss fight with Dr. Lugae and Barnabas features two mutually-exclusive entries. If you kill Barnabas first, Lugae will take control of his creation and allow you to fight his upgraded form, Barnabas-Z. However, you won't get the "Doctor" entry if you do this. Likewise, if you kill Lugae first, you get his entry, but you won't get to fight Barnabas-Z for that entry, thus requiring a second playthrough for both "Doctor" and "Barnabas-Z".
- To get all the entries for the Calcabrina dolls, you must kill one of one type, then all three of the other type, then the fusion form.
- The Bonus Boss fight with Proto-Babil requires Edge to steal an item from the Final Boss in a previous playthrough in order to access it.
- The Windows Phone and Steam remakes of Final Fantasy III also have their share of this.
- Similar to Final Fantasy IV, collecting all the bestiary entries and opening the treasure chests for the"Filling Up The Grotesquerie" and "I, My, Me, Mine" achievements. The majority of dungeons contain encounters so rare that you may never know they exist, and towns and dungeons are filled with secret passageways, making chests easily missable. Moreover, certain dungeons can only be entered once, making one mistake game-ending for completionists. And if that wasn't enough, the only way to review your bestiary and treasure hunting progress until the end of the game is by talking to an NPC located in an optional town in the secret passageway of an inn.
- The bestiary achievement can only be unlocked by defeating the Bonus Boss. But due to the unreliability of Mognet and a lack of consensus on non-DS ports of how to trigger events needed to access this boss, certain players have reported unable to finish this particular side quest.
- In the Tales Series, there is a considerable amount of this.
- 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. There are two catches, both involving Pork City:
- The Pig Noise you defeat in this dungeon are the only ones that get recorded in the Noise Report. They drop the same thing on all four difficulties, so defeating just one records all four drops, but the Noise Report also records the lowest level at which you've beaten a particular Noise. If you want a neat grid of "Lv 1" throughout the whole thing, you'd better go in at level 1/*, because if you level up during battle the Noise Report sees that you won at level 2.
- The Pig Mazurka, encountered only once, is the only Noise that drops pin #300, "Pig". If you see its sell value of a whopping 250000 yen and decide to sell it for some quick cash, you've just screwed yourself out of 100% pin mastery. Even in their home base, Pig Noise never respawn.
- Baten Kaitos:
- 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 Permanently Missable Content, as none of these are even hinted at in game and many of them are only available once.
- In the second game, several Magnus are easily Permanently Missable and some others require obscenely long aging times or convoluted magnus mix recipes. And this is not possible anyway 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.
- 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.
- For Etrian Mystery Dungeon, many drops for the Item Almanac could qualify, such as a Rare Random Drop from the rarest-occuring D.O.E. in a dungeon where 4 different ones could show up (and that's just the worst of the D.O.E. rare drops), or a sword which requires 2 rare drops each from the three dragon bosses. But arguably the king of this trope is the Green Shard from the Demented King in the 61-floor Phantom Depths, a Marathon Level which starts you at Level 1 with no items and must be completed without checkpoints. Clearing the dungeon once is a feat in itself. Summoning the willpower to beat it multiple times for the rare Purple Shard, which has a 15% drop rate, is another. The Green Shard? You have a 1 in 20 chance of getting it, and it takes hours to get just one drop from the Demented King. The reward? All of his drops create a shield which is only minimally stronger than the others. Even adventurers who have the perseverance to collect the other rare drops tend to get stumped here.
- Phantasy Star Nova has the "Mark of a Hero King" Trophy, which requires you to kill 11,111 enemies. That doesn't sound too bad, until you realize that the Quest with the most enemies only has 110 targets. It's almost certain that you won't get it without going out of your way just to kill a lot of things.
- Hyperdimension Neptunia Re;Birth1 has the "Millionaire" trophy which requires you to get 100 million credits... which requires a LOT of grinding. The quickest and easiest way to do this without the DLC is to keep killing Clione, an enemy with high HP and defense, restoring health on every turn, over and over, because it drops a lot of credits. Which, with the right equipment and attacks used, isn't as hard as much as it's just tiring to do over and over. Also, just getting the dungeon containing this enemy in the first place requires several rounds of dungeon crafting from random boss-fight drops... With the DLC packs (which lets you go beyond level 99) it's slightly faster and more varied, but still grindy - after you reach certain levels you can safely start fighting stronger versions of the same enemy dropping more coins, and eventually move on to even higher-leveled "tournament" fights with higher payoff... still doing this over and over.
Shoot Em Up
- 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.
- In Viper Phase 1, your end-of-stage bonus is multiplied by 100 if you kill every last enemy in the stage. If you so much as miss one enemy, your multiplier will drop to 50. Because the game screen shifts depending on your horizontal position, it is possible to lose that x100 multiplier because of an enemy you didn't even see. You can also lose that multiplier by getting killed, as it takes a few seconds after you die to respawn on the screen and attack again, and enemies may escape during that delay. Don't even think about going for a world-class score if you can't clear the non-boss portion of each stage on one life.
Stealth Based Game
- 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.
Wide Open Sandbox
- Grand Theft Auto 2: The usual assortment of Insane Stunts and Rampage icons. Also, this is the first GTA game to feature collectables — you don't earn anything apart from a bare-bones bonus stage (which passwords unlock more easily, anyway).
- If you use the cheat codes and then save in Grand Theft Auto: Vice City, one of the hidden packages will disappear permanently. There's also 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.
- Just Cause 2 has a particularly infamous example: 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. And 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.
- In pinball, this is known as a "gatekeeper," named so because such an objective or collectible item effectively blocks the player's way towards total victory. Some notable examples include:
- "Complete All Scenes" from The Shadow (as seen on the image). "Khan Multiball" and "Shadow Multiball" only require you lock enough balls to start them, and "Complete the Battlefield" only needs 100 switch hits on one part of the playfield (which is small, compact, and full of bounciness so it counts up rapidly). Each Scene is timed and all require a minimum of four shots. It is not uncommon for even experts to have finished the other three while having only finished two or three scenes (or even just one or none at all).
- The light labeled as "Illusions" in Theatre of Magic is also incredibly difficult. "Theatre" may require 7 left orbit shots and "Midnight" may require 12 right orbit shots, but each Illusion requires a minimum of 4 hits to the Magic Trunk and there are 8 Illusions in all. The saving grace is that Illusions don't have to be completed, just started, to count towards lighting "Illusions."
- "Davy Jones Defeated" in Pirates of the Caribbean requires that you've sunk all four ships, and only then do you even have a chance at dueling against Davy Jones, let alone defeating him. "Heart Super Jackpot Completed" could count too, as Heart Multiball is difficult to even begin because the game is choosy about letting you advance towards it, and you have to perform exceptionally well at Heart Multiball for the Super Jackpot to appear. Both of these goals require by far the largest amount of shots to complete. Pirates of the Caribbean pairs objectives with cardinal directions, and it is probably no coincidence that both of these objectives are assigned to the East sector—it is the cardinal direction with the greatest reward (a Special, which under default conditions is a free game).
- It's a bit more complicated with The Sopranos. Under normal circumstances, "Episodes" would be the one that's the most troublesome and the longest to achieve, as unlike the other goals, this objective is actually five objectives (not unlike with The Shadow or Theatre of Magic above). However, the game is absolutely fine with the player letting the timer run out for all five Episodes. If the player chooses to do this, then "R.I.P." becomes the gatekeeper, as it requires you bury all eight characters as displayed on the top-right by lighting the R, I, and P letters in that corner eight times.