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That One Level / Limbus Company

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Project Moon games don't hold your hand, and Limbus Company is no exception. With the various Difficulty Spikes all around in chapters, there's bound to be some levels that cause frustration among the playerbase.

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    Main Story 
  • 2-18, the penultimate map of the second chapter, was considered so difficult by players that Project Moon ended up having to push a patch to nerf it mere days after the game's release. It's one of the few 3-wave encounters up to that point, and each wave is full of Los Mariachi goons who hit hard and can snowball easily due to their power stacking. The last wave also has Aida as the boss, who can fire off more actions than her goons and uses even stronger attacks that can wipe multiple party members by themselves. Fortunately, it's more managable now since the Mariachis were nerfed and the last wave now has 2 less minions, but it'd still be unwise to enter unprepared.
  • 3-17 is a brutal 3-wave onslaught of elite N Corp. Inquisitors, who were already Demonic Spiders as elaborated on above. There are 5 of them per wave and each will get at least 2 actions starting from the second wave on, meaning they'll often be able to attack more often than you can clash and hit Sinners unopposed, which is bad news considering that one full attack can often do enough damage to cause an instant stagger. To make matters even worse, every 3 turns, Kromer will blow a whistle that grants all of the Inquisitors heavy offensive buffs, meaning they'll likely roll right over you. Meanwhile, 3-18 is essentially the same thing, but some of the Inquisitors in the last wave are replaced by Guido as the boss; although he has less actions than the Inquisitors he replaces, he has even more health and tremendously powerful attacks that are difficult to clash with and can cause an instant stagger or kill if lost against.
  • 5-30 is likely going to be a huge difficulty bump on your road. The stage has three waves, all which feature extremely strong Little Brothers of the Middle, who can roll for huge values, stack unavoidable offensive buffs, and inflict Paralyze and other crippling debuffs. While they aren't that fast, they also have fairly sturdy defensive ability alongside above-average health pools, and resist Slash albeit also being weak to Blunt. The third wave is when things get dicey, with a borderline Hopeless Boss Fight against Big Brother Ricardo. Not only are his rolls obscene even for a full team of max-level units due to his absurdly high Offense and Defense Level, he uses stronger versions of the Little Brothers' already powerful moves. The goal of the fight is to wait for him to gain a buff that makes him take double damage for two turns before unloading everything to stagger him, with the fight instantly ending if you can stagger him twice. However, this is surprisingly hard to do despite his slow speed, due to a combination of his massive bulk, a lethally strong counter that can deal 40-50 damage to a unit that resists Blunt, and the turn where he gives himself the buff also having him use an Evade that can have a 20+ minimum roll with his inflated Defense Level. Furthermore, he comes with two more Little Brothers as backup, and can regularly summon more if you decide to kill them first. If he's not staggered after his "charging" turn, the player better haul ass to stagger him with one-sided attacks, or he'll cause a near unavoidable Total Party Kill with the massive buffs and AoE attacks he'll unleash. As a saving grace, the EX condition is to simply survive and finish the stage, so there is no need to finish this one within 10 turns as doing so would be a particularly sadistic challenge.

    Refraction Railway 
  • If you're going for the speed clear banner, Stage 10 in Line 1 of the Refraction Railway will probably be this, pitting you against two Four-Legged Beasts and a Slithering Inquisitor. Although their attacks aren't particularly threatening, each of them has a boatload of health to chew through and low stagger thresholds, and the Beasts and Inquisitor having opposite physical weaknesses translates to a need to spread out your damage instead of focusing one target with everything. The Inquisitor in particular is a pain because of its almost 1600 health coupled with it being able to regenerate health and negate overdamage during phase transitions, and its passive poison damage with the amount of time it takes to kill can either score cheap staggers to stall out the clear even more, or cripple your team so that they enter the next fights at a disadvantage. Even in optimized runs, Stage 10 is consistently the biggest time sink in the entire Railway.
  • So That No One Will Cry is generally deemed as the hardest fight in Refraction Railway 2; more specifically, the very first fight with it at the beginning of the Cycles. With all your Sinners at 0 SP and with neither the Sin resources to fuel your E.G.O or the buffs provided by the later Cycles of the Railway, your Sinners will be starting with borderline 50/50 chances of getting good rolls while So That No One Will Cry already rolls innately high, and its Talismans can pretty badly debuff anyone carrying too many stacks of them. This is especially painful for those trying to optimize their turn counts, as this usually means having to be on top of the clashes and kill it fast enough before it gets to the phase where it'll protect itself and start using its very high rolling self-named Skill, which usually translates to trying to get E.G.O like Fluid Sac online as soon as possible just to push it back and accelerate your Sinners' SP gain. While it becomes far less painful on the subsequent cycles due to receiving no buffs of its own while you've amassed proper resources and Sanity, the first fight is infamous for being a brutal skill check compared to the rest of the much more turn-stalling fights in the Railway.

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