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** Getting certain modifiers through Weekly or Campaign challenges can make even harder levels much easier:
*** Having no Corruption (ignoring the reputation loss, and saving money from costly anti-corruption endeavors), no Inflation (everything is significantly cheaper), Funded initiatives (particularly if those initiatives are expensive like roads or electricity), or destroying Insurgent Camps turning into Garrisons (Basically having a free, if stationary, soldier).

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** Getting certain modifiers through Weekly or Campaign challenges can make even harder levels much easier:
*** Having
easier. For example, having no Corruption (ignoring the reputation loss, and saving money from costly anti-corruption endeavors), no Inflation (everything is significantly cheaper), Funded initiatives (particularly if those initiatives are expensive like roads or electricity), or destroying Insurgent Camps turning into Garrisons (Basically having a free, if stationary, soldier).
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*** ''Il Piantissimo's Surf Swim'' of ''Noki Bay'' is among the easiest levels in the entire game. All you do is run and hover straight to the goal, which is ''below'' the starting point, so you don't have to do any platforming at all. There's also no enemies, no obstacles, and even if you don't run you'll beat your opponent by a solid 10 seconds or so. This one was ''definitely'' deliberate, since it comes after the maddening ''[[ThatOneBoss Eely Mouth's Dentist]]'' and before the resident [[ThatOneLevel F.L.U.D.D.-less level of the world]].
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* ''VideoGame/RebelInc'':
** Distant Steppe, the fifth map, has fewer dirt road regions than Pistachio Forest, so it's much easier to move your army units to deal with threats. Also, all of the urban centers are very close to each other, so it's easy to bring them under your control early.
** Getting certain modifiers through Weekly or Campaign challenges can make even harder levels much easier:
*** Having no Corruption (ignoring the reputation loss, and saving money from costly anti-corruption endeavors), no Inflation (everything is significantly cheaper), Funded initiatives (particularly if those initiatives are expensive like roads or electricity), or destroying Insurgent Camps turning into Garrisons (Basically having a free, if stationary, soldier).
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** The outside streets in all games tend to be this too. Indoors spaces, the "levels" of the game, all tend to be claustrophobic death traps loaded with puzzles and monsters. The streets inbetween, while still loaded with monsters, are spacious and let you run from A to B with tons of room to dodge the monsters. Plus, if you feel like exploring, there's treasure troves' worth of items to be found.

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** The outside streets in all games tend to be this too. Indoors spaces, the "levels" of the game, all tend to be claustrophobic death traps loaded with puzzles and monsters. The streets inbetween, while still loaded with monsters, are spacious and let you run from A to B with tons of room to dodge the monsters.monsters (this holds especially true for the second game, where the enemies you find outside are all slow-moving and bipedal). Plus, if you feel like exploring, there's treasure troves' worth of items to be found.
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** ''VideoGame/CrashBandicoot4ItsAboutTime'':
*** The first two levels of The 11th Dimension come right after Run it Bayou, which is a jetboard level mixed with some tough platforming and a very difficult Hidden Gem, and the DifficultySpike of Tranquillity Falls. "Snow Way Out" is mainly an introduction to Kapuna-Wa and is one of the levels featured the game's demo, while "Stay Frosty" is a short and relatively simple level, with only the grind rail segment and a few mid-air boxes afterwards being tricky. After them, comes Bears Repeating, which has a ''brutal'' section where the player is forced to ride on Polar, who is hard to control and has a wonky hit box.
*** The entire Eggipus Dimension, to some players, which comes right after the aforementioned Bears Repeating. Dino Dash, the world's final level, was another level considered fit for the game's demo in spite of being a chase level. The dimension after is Bermugula's Orbit, an even more severe DifficultySpike due to levels becoming extremely long, enemies becoming tougher and some very challenging puzzles with the masks.
*** Coming after the rather tricky Out to Launch and it’s incredibly difficult Cortex timeline, Stowing Away is a rather short and straightforward level. Then comes Crash Landed, which is easily the [[MarathonLevel longest level in the game]] and has very difficult jumps, hazards and several ride sections that are just as hard as the one with Polar, if not more so.
*** While the Sn@xx Dimension's levels are still appropriately difficult for their placement in the game, their N. Verted versions fall into this trope, as the addition of underwater physics actually makes their trickier platforming segments (especially the end of "The Crate Escape") ''easier''.
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* ''VideoGame/SuperRobotWarsV'' has a fairly easy to unlock late game mission, “Supporting a Long Journey” that comes after a trio of really tough missions, including a TimedMission and a battle with [[spoiler: Shin Getter Dragon]]. “Supporting” frames the mission as a much needed supply run in enemy territory, and [[MontyHaul boy is it ever.]] You’re up against a group of battleships with pitiful accuracy against smaller units and each dropping [[VendorTrash Gold Bar 50000s or 100000s]]. Overall a wonderful mission to level up smaller units with Ignore Size, and rack up ridiculous amounts of cash for upgrades.

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* ''VideoGame/SuperRobotWarsV'' has a fairly easy to unlock late game mission, “Supporting a Long Journey” that comes after a trio of really tough missions, including a TimedMission and a battle with [[spoiler: Shin Getter Dragon]]. “Supporting” frames the mission as a much needed supply run in enemy territory, and [[MontyHaul boy is it ever.]] You’re up against a group of battleships with pitiful accuracy against smaller units and each dropping [[VendorTrash [[ShopFodder Gold Bar 50000s or 100000s]]. Overall a wonderful mission to level up smaller units with Ignore Size, and rack up ridiculous amounts of cash for upgrades.
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* Stage 6 of most ''VideoGame/{{Touhou}}'' games. Generally short, low danger, and [[SuspiciousVideogameGenerosity filled with resources]]. Which is good, since it's right before the FinalBoss (and, with the conditions met, the BrutalBonusLevel housing the BonusBoss).

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* Stage 6 of most ''VideoGame/{{Touhou}}'' ''Franchise/TouhouProject'' games. Generally short, low danger, and [[SuspiciousVideogameGenerosity filled with resources]]. Which is good, since it's right before the FinalBoss (and, with the conditions met, the BrutalBonusLevel housing the BonusBoss).
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* ''VideoGame/KirbyMassAttack'' has Level 3, Dedede Resort, whose stages are practically just minigames that just give away fruit to hog.

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* ''VideoGame/KirbyMassAttack'' has the first four stages of Level 3, Dedede Resort, whose stages which are practically essentially just minigames mini-games that just give away fruit to hog.hog, and offer very few chances to lose Kirbies. In particular, Stage 3-2 is completely impossible to lose, as five Kirbies are required to enter, but it's only possible to lose a single Kirby during the pachinko mini-game that makes up the majority of the stage.

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This violates indentation rules


* ''VideoGame/HalfLife:
** In the original, Residue Processing is a breather level, coming just after your first encounters with the Ichthyosaur and the assassins in Apprehension. This level consists mainly of platforming (which is admittedly somewhat challenging in the GoldSRC engine), without many enemies other than a few headcrabs
*** The remake, ''VideoGame/BlackMesa'' features (in addition to the aforementioned Residue Processing) Xen, which comes after the gauntlet of alien controllers in Lambda core. Here, there is a much greater focus on exploration and puzzle solving, with no human enemies, alien grunts, controllers, or even vortigaunts; and ichthyosaurs being fairly easy to spot and deal with without having to even go into the water.

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* ''VideoGame/HalfLife:
''VideoGame/HalfLife'':
** In the original, Residue Processing is a breather level, coming just after your first encounters with the Ichthyosaur and the assassins in Apprehension. This level consists mainly of platforming (which is admittedly somewhat challenging in the GoldSRC engine), without many enemies other than a few headcrabs
***
headcrabs. The remake, remake ''VideoGame/BlackMesa'' features (in addition to the aforementioned Residue Processing) Xen, which comes after the gauntlet of alien controllers in Lambda core. Here, there is a much greater focus on exploration and puzzle solving, with no human enemies, alien grunts, controllers, or even vortigaunts; and ichthyosaurs being fairly easy to spot and deal with without having to even go into the water.

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* The enemy-less chapter "Black Mesa East" in ''VideoGame/HalfLife2'' comes right after you've fought your way through lengthy canals and down a river before facing down the hyper-persistent Hunter-Chopper. This comes right before Ravenholm, a zombie-infested chapter with very little in the way of conventional combat supplies that comes right before you start facing [[DemonicSpiders regular grenade-tossing Combine soldiers]]. Creator/{{Valve|Software}} games do this on purpose and this is discussed in the [[DVDCommentary commentary]] tracks in the subsequent episodes. After the player has just made it through one of the game's larger action sequences, they will typically come up against a complex jumping or physics puzzle with no combat as a change of pace. This is to prevent the player becoming fatigued. Valve optimise their games endlessly through playtesting before release to find places where the player was getting tired and giving them a different challenge.

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* ''VideoGame/HalfLife:
** In the original, Residue Processing is a breather level, coming just after your first encounters with the Ichthyosaur and the assassins in Apprehension. This level consists mainly of platforming (which is admittedly somewhat challenging in the GoldSRC engine), without many enemies other than a few headcrabs
*** The remake, ''VideoGame/BlackMesa'' features (in addition to the aforementioned Residue Processing) Xen, which comes after the gauntlet of alien controllers in Lambda core. Here, there is a much greater focus on exploration and puzzle solving, with no human enemies, alien grunts, controllers, or even vortigaunts; and ichthyosaurs being fairly easy to spot and deal with without having to even go into the water.
** In ''VideoGame/HalfLifeOpposingForce Opposing Force'', Crush Depth comes after Friendly Fire, which features your first encounters with the Black Ops units. In contrast, here you will only really face Pit Drones and the occasional Ichthyosaur.
**
The enemy-less chapter "Black Mesa East" in ''VideoGame/HalfLife2'' comes right after you've fought your way through lengthy canals and down a river before facing down the hyper-persistent Hunter-Chopper. This comes right before Ravenholm, a zombie-infested chapter with very little in the way of conventional combat supplies that comes right before you start facing [[DemonicSpiders regular grenade-tossing Combine soldiers]]. Creator/{{Valve|Software}} games do this on purpose and this is discussed in the [[DVDCommentary commentary]] tracks in the subsequent episodes. After the player has just made it through one of the game's larger action sequences, they will typically come up against a complex jumping or physics puzzle with no combat as a change of pace. This is to prevent the player becoming fatigued. Valve optimise their games endlessly through playtesting before release to find places where the player was getting tired and giving them a different challenge.
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** It also features Hokkaido, which comes between Displace, where you are prohibited from killing anyone and is bristling with security cameras and lasers, and the aforementioned Battery. Hokkaido features no keypads or cameras to hack, and the player is not prohibited from killing enemies (and in fact is required to kill one). Whilst it is a breather in terms of gameplay, it features arguably the most significant twist in the game's plot.

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* The second episode of ''Videogame/{{Blood}}'' is this, since it's a lot easier than the first one. It has a larger variety of weapons, including [[InfinityMinusOneSword the Voodoo Doll]], and its final boss, Shial, is just a big spider that [[MookMaker can only spawn lesser ones and cannot attack on her own]], and is nothing comparing to the first episode's Cheogh the Stone Gargoyle, which does heavy damage and is unbelievably hard to kill with the first six weapons. Sure, there are Stone Gargoyles in episode 2, but the Voodoo Doll chews them up and spits them out.
** Hell, it even has a breather level inside the breather chapter. Level 5, The Haunting, is long but quite easy, as unlike the level before, it doesn't feature [[DemonicSpiders any kind of Cultist]] or (in the case of the secret level) [[BossInMookClothing Stone Gargoyles]].

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* The second episode of ''Videogame/{{Blood}}'' is this, since it's a lot easier than the first one. It has a larger variety of weapons, including [[InfinityMinusOneSword the Voodoo Doll]], and its final boss, Shial, is just a big spider that [[MookMaker can only spawn lesser ones and cannot attack on her own]], and is nothing comparing to the first episode's Cheogh the Stone Gargoyle, which does heavy damage and is unbelievably hard to kill with the first six weapons. Sure, there are Stone Gargoyles in episode 2, but the Voodoo Doll chews them up and spits them out.
** Hell, it even
out. In turn, the episode has a breather level inside the breather chapter. level, namely Level 5, The Haunting, 5 (The Haunting), which is long but quite easy, as easy; unlike the level before, it doesn't feature [[DemonicSpiders any kind of Cultist]] or (in the case of the secret level) [[BossInMookClothing Stone Gargoyles]].



*** Up The Creek, the first level on second island, follows Native Fortress, a first [[DifficultySpike truly hard]] [[MarathonLevel and long]] level. It is followed by the showdown with the Ripper Roo who is likely the second hardest boss in the game, and the following level is difficult The Lost City. By conparison, Up The Creek is pretty straighforward without any complicated jumps and is pretty short.

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*** Up The Creek, the first level on second island, follows Native Fortress, a the first [[DifficultySpike truly hard]] [[MarathonLevel and long]] level.level in the game. It is followed by the showdown with the Ripper Roo who is likely the second hardest boss in the game, and the following level is difficult The Lost City. By conparison, Up The Creek is pretty straighforward without any complicated jumps and is pretty short.
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Direct link.


** Hell, it even has a breather level inside the breather chapter. Level 5, The Haunting, is long but quite easy, as unlike the level before, it doesn't feature [[DemonicSpiders any kind of Cultist]] or (in the case of the secret level) [[BossInMooksClothing Stone Gargoyles]].

to:

** Hell, it even has a breather level inside the breather chapter. Level 5, The Haunting, is long but quite easy, as unlike the level before, it doesn't feature [[DemonicSpiders any kind of Cultist]] or (in the case of the secret level) [[BossInMooksClothing [[BossInMookClothing Stone Gargoyles]].
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Duplicate entry.


* The ''Franchise/{{Disgaea}}'' games usually have periodic maps where the GeoEffects are all beneficial (particularly in regards to XP boosts), and the enemies are arranged in such a way as to be all killable with a single wide area attack. Basically these are designated spots to make LevelGrinding more quick and painless (which, [[AbsurdlyHighLevelCap in this series]], is a godsend).

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Alphabetized Platforms and added an entry


* ''VideoGame/CrashBandicoot'':
** The second island in ''[[Videogame/CrashBandicoot1996 the original game]]'' seems to alternate Breather Levels with [[ThatOneLevel That One Levels]]:
*** Up The Creek, the first level on second island, follows Native Fortress, a first [[DifficultySpike truly hard]] [[MarathonLevel and long]] level. It is followed by the showdown with the Ripper Roo who is likely the second hardest boss in the game, and the following level is difficult The Lost City. By conparison, Up The Creek is pretty straighforward without any complicated jumps and is pretty short.
*** The Lost City is followed by The Temple, which, unlike The Lost City has easy and predictable enemies and hazards, is relatively short and has reasonable distance between checkpoints. The only thing preventing you from getting a clear gem right away is [[GuideDangIt an invisible path to some boxes]]. The next level is The Road to Nowhere, which is basically one giant [[BottomlessPits Bottomless Pit]] with things like invincible boars and GoombaSpringboard being ''necessary'' to advance.
*** After Road to Nowhere, the next level is Boulder Dash, which, despite CameraScrew by virtue of being chased by giant boulder, is pretty easy due to having sufficient number of checkpoints and straightforward jumps. This is followed by an infamous MarathonLevel, Sunset Vista.
** ''VideoGame/CrashBandicoot2CortexStrikesBack:''
*** Of the final 5 stages before the final boss only Piston It Away and Spaced Out will give you ''any'' trouble, and even then only because they're a new type of stage where it's easy to die until you figure out their unique enemies and hazards. Rock It and Pack Attack exist only to teach you the jet pack, and though it's a bit dodgy at first the levels can easily be steamrolled, Box Gem and all, with minimal effort, and Night Fight is a ''very'' easy level where the [[BlackOutBasement darkness mechanic]] isn't nearly enough to stop you from easily running through the whole thing and getting the Box Gem on your first try. Presumably this is to give you a bit of a break before going back and attempting to get some of the more difficult hidden gems like the Yellow Gem in Plant Food or the Secret Gem in Ruination.
*** ALL the Bonus Levels are this. You can attempt them as many times as you want with zero consequences for dying until you complete them, and even if you die after completing one but before a checkpoint it will still be counted as completed. Typically they exist to throw some extra lives at you, give you a break from the level, and often to teach you new mechanics in a risk-free environment (things like the Slide Jump are used in Bonus Levels ''LONG'' before ever needing it in a real level).
** Continuing the trend, ''VideoGame/CrashBandicoot3Warped'' has Bug Lite, the final level before you face [[FinalBoss Cortex]]. The level is not only very easy to steamroll, Box Gem and all (save for the bonus level which is a bit tricky, but you have unlimited retries), and not only has a very easy Multicolor Gem Path, but it gives you [[InvincibilityPowerUp three Aku Aku masks]] at once part way through for a very satisfying invincible charge through a good portion of the level. It's a nice break after the honestly difficult [[ThatOneLevel Mad Bombers]] and before you face the big guy himself.



* While ''VideoGame/TheGoonies II'' has zones instead of levels, the level of difficulty of the game gradually increases until you reach the utter hell of the Volcano. The remainder of the game after this turns into TheMaze. The first section of the maze, the Attic, is massively easier than the Volcano, though it still does contain threatening Samurai Armor and the sole appearance of Ma Fratelli. The rest of the maze consists of standard House and Basement levels, with a higher rate of spawning Fratellis but only very minor enemies -- it's nothing but exhaustively searching each section for the warp zone that will take you to the next.
* ''Hanaby's Summer Festival'': Pastel Parasols is PlayedForLaughs. It has all the makings of a tutorial level, complete with signs listing the game controls, weak enemies, no boss, and a complete absence of BottomlessPits and SpikesOfDoom, but it's the penultimate level in the game. When you check the Hanafuda challenge, Hanaby will actually complain about its easiest challenge only appearing when she's almost done with her quest.
* Played with quite a bit in the ''Battle Of The Birds'' chapter of ''VideoGame/AHatInTime'':
** ''Murder on the Owl Express'' and ''The Big Parade''. You expect the former to be difficult when it's surprisingly easy, not actually timed, has no difficult platforming or battles, and basically exists to [[RuleOfCool dip you in its atmosphere]] rather than be challenging. The Big Parade on the other hand is just that, [[ExactlyWhatItSaysOnTheTin you lead a parade]], and yet happens to be the first [[DifficultySpike genuinely challenging]] acts with some tricky platforming, not being allowed to stop even once, and will likely be the first level to actually kill you a few times.
** Subverted with ''Award Ceremony'' where... you attend an award ceremony. That's it. You stroll in, get thanked for your part in it, given a Time Piece, and the level ends. Good job, and on to the next chapter! [[spoiler:Except when you return to your ship: que a mysterious phone call telling you to go check out the basement of Dead Bird Studios...]]



* The Lake in ''VideoGame/MonsterParty'' is ''monumentally'' easier than the Castle Ruins preceding it. There's only two bosses instead of the usual three, one being a {{Zero Effort|Boss}} PuzzleBoss who you only have to stand by and watch them dance rather than actually fight and the other being a large stationary entity who can be fairly easily defeated without taking a hit by a patient player (or one who grabbed a magic pill). The enemies are all either easy to avoid or not very aggressive, and even the scenery itself is a break from the typical monstrous settings by being bright and cheerful. Likely this was done to soften you up and lull you into a false sense of security for what comes next: The [[ThatOneLevel goddamned]] Haunted Mansion.



* In ''VideoGame/{{Portal 2}}'', after navigating the quite arduous trek to escape the underground condemned old testing areas you are faced with Wheatley's tests. Wheatley, being the [[TooDumbToLive absolute moron he is]], can only manage to make either laughably easy tests or swipe some of [=GLaDOS's=] leftover tests and cobble them together. Unsurprisingly they're none-too-difficult and serve to let you have a break and some laughs at Wheatley's expense [[spoiler:until ''The Part Where He Kills You'' where the difficulty picks back up and remains steady until the FinalBoss]].
* ''Franchise/RatchetAndClank'':
** Pokitaru from ''VideoGame/RatchetAndClank2002'' is pretty relaxing level with a simple enemy roster that can be easily handled by Suck Cannon, and has the easiest Jet Fighter mission in the game that is essentially a tutorial.
** The single obligatory mission on Gorn in ''VideoGame/RatchetAndClankGoingCommando'' is easy to complete if you performed at least minimum upgrading of your ship and is sandwidched between Aranos with difficult Clank sections and frustrating Snivelak that is capped by a MarathonBoss. And the levels after that are even more difficult.



* While ''VideoGame/TheGoonies II'' has zones instead of levels, the level of difficulty of the game gradually increases until you reach the utter hell of the Volcano. The remainder of the game after this turns into TheMaze. The first section of the maze, the Attic, is massively easier than the Volcano, though it still does contain threatening Samurai Armor and the sole appearance of Ma Fratelli. The rest of the maze consists of standard House and Basement levels, with a higher rate of spawning Fratellis but only very minor enemies -- it's nothing but exhaustively searching each section for the warp zone that will take you to the next.
* The Lake in ''VideoGame/MonsterParty'' is ''monumentally'' easier than the Castle Ruins preceding it. There's only two bosses instead of the usual three, one being a {{Zero Effort|Boss}} PuzzleBoss who you only have to stand by and watch them dance rather than actually fight and the other being a large stationary entity who can be fairly easily defeated without taking a hit by a patient player (or one who grabbed a magic pill). The enemies are all either easy to avoid or not very aggressive, and even the scenery itself is a break from the typical monstrous settings by being bright and cheerful. Likely this was done to soften you up and lull you into a false sense of security for what comes next: The [[ThatOneLevel goddamned]] Haunted Mansion.
* ''VideoGame/CrashBandicoot'':
** The second island in ''[[Videogame/CrashBandicoot1996 the original game]]'' seems to alternate Breather Levels with [[ThatOneLevel That One Levels]]:
*** Up The Creek, the first level on second island, follows Native Fortress, a first [[DifficultySpike truly hard]] [[MarathonLevel and long]] level. It is followed by the showdown with the Ripper Roo who is likely the second hardest boss in the game, and the following level is difficult The Lost City. By conparison, Up The Creek is pretty straighforward without any complicated jumps and is pretty short.
*** The Lost City is followed by The Temple, which, unlike The Lost City has easy and predictable enemies and hazards, is relatively short and has reasonable distance between checkpoints. The only thing preventing you from getting a clear gem right away is [[GuideDangIt an invisible path to some boxes]]. The next level is The Road to Nowhere, which is basically one giant [[BottomlessPits Bottomless Pit]] with things like invincible boars and GoombaSpringboard being ''necessary'' to advance.
*** After Road to Nowhere, the next level is Boulder Dash, which, despite CameraScrew by virtue of being chased by giant boulder, is pretty easy due to having sufficient number of checkpoints and straightforward jumps. This is followed by an infamous MarathonLevel, Sunset Vista.
** ''VideoGame/CrashBandicoot2CortexStrikesBack:''
*** Of the final 5 stages before the final boss only Piston It Away and Spaced Out will give you ''any'' trouble, and even then only because they're a new type of stage where it's easy to die until you figure out their unique enemies and hazards. Rock It and Pack Attack exist only to teach you the jet pack, and though it's a bit dodgy at first the levels can easily be steamrolled, Box Gem and all, with minimal effort, and Night Fight is a ''very'' easy level where the [[BlackOutBasement darkness mechanic]] isn't nearly enough to stop you from easily running through the whole thing and getting the Box Gem on your first try. Presumably this is to give you a bit of a break before going back and attempting to get some of the more difficult hidden gems like the Yellow Gem in Plant Food or the Secret Gem in Ruination.
*** ALL the Bonus Levels are this. You can attempt them as many times as you want with zero consequences for dying until you complete them, and even if you die after completing one but before a checkpoint it will still be counted as completed. Typically they exist to throw some extra lives at you, give you a break from the level, and often to teach you new mechanics in a risk-free environment (things like the Slide Jump are used in Bonus Levels ''LONG'' before ever needing it in a real level).
** Continuing the trend, ''VideoGame/CrashBandicoot3Warped'' has Bug Lite, the final level before you face [[FinalBoss Cortex]]. The level is not only very easy to steamroll, Box Gem and all (save for the bonus level which is a bit tricky, but you have unlimited retries), and not only has a very easy Multicolor Gem Path, but it gives you [[InvincibilityPowerUp three Aku Aku masks]] at once part way through for a very satisfying invincible charge through a good portion of the level. It's a nice break after the honestly difficult [[ThatOneLevel Mad Bombers]] and before you face the big guy himself.
* Played with quite a bit in the ''Battle Of The Birds'' chapter of ''VideoGame/AHatInTime'':
** ''Murder on the Owl Express'' and ''The Big Parade''. You expect the former to be difficult when it's surprisingly easy, not actually timed, has no difficult platforming or battles, and basically exists to [[RuleOfCool dip you in its atmosphere]] rather than be challenging. The Big Parade on the other hand is just that, [[ExactlyWhatItSaysOnTheTin you lead a parade]], and yet happens to be the first [[DifficultySpike genuinely challenging]] acts with some tricky platforming, not being allowed to stop even once, and will likely be the first level to actually kill you a few times.
** Subverted with ''Award Ceremony'' where... you attend an award ceremony. That's it. You stroll in, get thanked for your part in it, given a Time Piece, and the level ends. Good job, and on to the next chapter! [[spoiler:Except when you return to your ship: que a mysterious phone call telling you to go check out the basement of Dead Bird Studios...]]
* In ''VideoGame/{{Portal 2}}'', after navigating the quite arduous trek to escape the underground condemned old testing areas you are faced with Wheatley's tests. Wheatley, being the [[TooDumbToLive absolute moron he is]], can only manage to make either laughably easy tests or swipe some of [=GLaDOS's=] leftover tests and cobble them together. Unsurprisingly they're none-too-difficult and serve to let you have a break and some laughs at Wheatley's expense [[spoiler:until ''The Part Where He Kills You'' where the difficulty picks back up and remains steady until the FinalBoss]].
* ''Franchise/RatchetAndClank'':
** Pokitaru from ''VideoGame/RatchetAndClank2002'' is pretty relaxing level with a simple enemy roster that can be easily handled by Suck Cannon, and has the easiest Jet Fighter mission in the game that is essentially a tutorial.
** The single obligatory mission on Gorn in ''VideoGame/RatchetAndClankGoingCommando'' is easy to complete if you performed at least minimum upgrading of your ship and is sandwidched between Aranos with difficult Clank sections and frustrating Snivelak that is capped by a MarathonBoss. And the levels after that are even more difficult.

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* The second world of ''VideoGame/{{Besiege}}'' is more or less when the challenges get real, requiring you have a more intimate understanding of what you can do with the siege engines to perform more deliberate tasks, as opposed to the first world where you could effectively brute-force your way through with spinning things on wheels. Then you get to ''Surrounded'' where you're surrounded by a ring of cannons that will almost immediately open fire on you. All it takes to win is to make the biggest square you can make out of basic wood blocks and put as many bombs as you possibly can down. The literal second you hit play they fall off, detonate, take out all the cannons, and even get the A Swift Siege achievement for winning in under 2 seconds.

to:

* ''VideoGame/{{Besiege}}'':
**
The second world of ''VideoGame/{{Besiege}}'' is more or less when the challenges get real, requiring you have a more intimate understanding of what you can do with the siege engines to perform more deliberate tasks, as opposed to the first world where you could effectively brute-force your way through with spinning things on wheels. Then you get to ''Surrounded'' where you're surrounded by a ring of cannons that will almost immediately open fire on you. All it takes to win is to make the biggest square you can make out of basic wood blocks and put as many bombs as you possibly can down. The literal second you hit play they fall off, detonate, take out all the cannons, and even get the A Swift Siege achievement for winning in under 2 seconds.seconds.
** In Krolmar the final world, after the fickle Ambush and the finicky Strange Artifact, two levels which require a good amount of very detailed builds and careful movement to pass, you get Kahraz Village. All you have to do is lay waste to the village, no more no less. All it has guarding it are a handful of villagers with melee weapons, there are no environmental hazards, and, unlike the previous two levels which expected you to ''very'' thoroughly kill everyone and do everything perfectly, this one only expects you to just inflict sufficient damage to the town. Honestly this level is easier than some of the Ipsilon challenges, and a very nice way to blow off some steam before taking on the tricky Stock Tower and the final challenge.
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* ''VideoGame/PowerWashSimulator'' has long, tedious (but satisfying) levels where you have to clean a whole building or facility. There are also much shorter and easier levels where you only have to hose down a vehicle.

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* Stylish first-person shooter ''VideoGame/TheDarkness'' has a level around the middle of the game where you visit your girlfriend's apartment and sit around watching old black-and-white movies on the couch with her until she falls asleep or you leave. No, really.

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* Stylish first-person shooter ''VideoGame/TheDarkness'' has a level around the middle of the game where you visit your girlfriend's apartment and sit around watching old black-and-white movies on the couch with her until she falls asleep or you leave. No, really.



* ''VideoGame/Wolfenstein3D'': In the prequel episode ''Spear of Destiny'', Floor 17 (the Ramparts) is a breather. The preceding floor has a very complex design with a heavy concentration of Nazi soldiers and has the difficult, unpredictable Übermutant as its boss; but this one has the simplest design in the episode. Despite the large number of enemies (especially on higher difficulty levels), the wide space allows you to dodge their shots more easily. All you have to do is collect the two keys (located respectively in the west and east sides) and then sprint into the southernmost doors to make your way to the exit; you can even surpass the PAR time and collect a large amount of points for doing so. The following level is Floor 18, which is the last in the game and is not only very difficult, but is also divided into two phases (with the second one taking place in {{Hell}}, and each phase having its own boss).



* The Lake in ''VideoGame/MonsterParty'' is ''monumentally'' easier than the Castle Ruins preceding it. There's only two bosses instead of the usual three, one being a {{Zero Effort|Boss}} PuzzleBoss who you only have to stand by and watch them dance rather than actually fight and the other being a large stationary entity who can be fairly easily defeated without taking a hit by a patient player (or one who grabbed a magic pill). The enemies are all either easy to avoid or not very aggressive, and even the scenery itself is a break from the typical monstrous settings by being bright and cheerful. Likely this was done to soften you up and lull you into a false sense of security for what comes next: [[DifficultySpike the]] [[ThatOneLevel goddamned]] [[BulletHell Haunted]] [[TheMaze Mansion]].

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* The Lake in ''VideoGame/MonsterParty'' is ''monumentally'' easier than the Castle Ruins preceding it. There's only two bosses instead of the usual three, one being a {{Zero Effort|Boss}} PuzzleBoss who you only have to stand by and watch them dance rather than actually fight and the other being a large stationary entity who can be fairly easily defeated without taking a hit by a patient player (or one who grabbed a magic pill). The enemies are all either easy to avoid or not very aggressive, and even the scenery itself is a break from the typical monstrous settings by being bright and cheerful. Likely this was done to soften you up and lull you into a false sense of security for what comes next: [[DifficultySpike the]] The [[ThatOneLevel goddamned]] [[BulletHell Haunted]] [[TheMaze Mansion]].Haunted Mansion.

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* ''VideoGame/PrinceOfPersia1'' has two, Levels 9 and 11. The even-numbered levels around them are far harder.


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* ''VideoGame/PrinceOfPersia1'' has two, Levels 9 and 11. The even-numbered levels around them are far harder.
* ''VideoGame/{{Psychonauts}}'': Waterloo World is a fairly straightforward level centered around simple puzzle-solving. Unlike the other levels that take place inside the brains of the asylum inmates, Waterloo World lacks a boss fight too.
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*** 7-3, also known as [[TheOneWith the giant Wiggler level]]. True, [[CheckpointStarvation there are no checkpoints]], but it's ''very'' linear and straightforward, has few enemies, and even gives you a Starman halfway through (which you can chain to last for the rest of the level). And for a [[LevelInTheClouds World 7]] level, there is very little danger of falling into a bottomless pit.

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*** 7-3, also known as [[TheOneWith the giant Wiggler level]].level. True, [[CheckpointStarvation there are no checkpoints]], but it's ''very'' linear and straightforward, has few enemies, and even gives you a Starman halfway through (which you can chain to last for the rest of the level). And for a [[LevelInTheClouds World 7]] level, there is very little danger of falling into a bottomless pit.
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** Block 5 of ''VideoGame/SuperCastlevaniaIV'' is only two parts, short, and there's not even a boss. It's quite welcome after Block 4 which involves facing a series of rotating-blocks that send Simon to his death if he doesn't quickly jump across them and confronting the SubBoss [[SdrawkcabName Puwexil]]. Followed by a rotating room with spikes and [[GoddamnBats Medusa heads]]. The third part of the stage involves outmaneuvering a falling floor. The last part consists of avoiding blocks that try to crush him against [[DescendingCeiling more spikes]], and finally facing the [[BossBattle stage boss]] [[MeaningfulName Koranot]].

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** Block 5 of ''VideoGame/SuperCastlevaniaIV'' is only two parts, short, and there's not even a boss. It's quite welcome after Block 4 which involves facing a series of rotating-blocks that send Simon to his death if he doesn't quickly jump across them and confronting the SubBoss [[SdrawkcabName Puwexil]]. Followed by a rotating room with spikes and [[GoddamnBats [[GoddamnedBats Medusa heads]]. The third part of the stage involves outmaneuvering a falling floor. The last part consists of avoiding blocks that try to crush him against [[DescendingCeiling more spikes]], and finally facing the [[BossBattle stage boss]] [[MeaningfulName Koranot]].
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** The Feral Frontier (the desert chapter from the same game) can also be another breather level- an EXP bonanza if you want to take it (forgoing the BEXP) with a boss who has no ranged attacks and doesn't move, allowing anyone with a ranged weapon to easily farm experience off of him, immediately following a Fog of War chapter and two chapters before the four-part swamp slog (even worse movement than desert, and your magic-wielders are affected as well) that is Day Breaks.

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** The Feral Frontier (the desert chapter from the same game) can also be another breather level- an EXP bonanza if you want to take it (forgoing the BEXP) with a boss who has no ranged attacks and doesn't move, allowing anyone with a ranged weapon to easily farm experience off of him, immediately following a Fog of War chapter (at least on Hard ode) and two chapters before the four-part swamp slog (even worse movement than desert, and your magic-wielders are affected as well) that is Day Breaks.
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** The chapter "Training" from ''VideoGame/FireEmblemPathOfRadiance'' takes places before the most annoying chapter in the game, the desert chapter, where you have to try and kill as few enemies as possible, while your own units have shit for movement. It is a fairly easy chapter with plenty of XP.

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** The chapter "Training" from ''VideoGame/FireEmblemPathOfRadiance'' takes places place before the most annoying chapter in the game, the desert chapter, where you have to try and kill as few enemies as possible, while your own units have shit for movement. It is a fairly easy chapter with plenty of XP.

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** In ''Advance Wars 2'', the penultimate campaign level Hot Pursuit is typically regarded as a breather level between Great Sea Battle (where TheDragon is confronted) and Final Front (the final showdown with the BigBad). Other, similar levels exist throughout the series. In this case, it is revealed that the level is intentionally easier [[spoiler:as bait for the Big Bad's trap]]. In hard campaign however, Hot Pursuit is generally considered the hardest level in the game (along with Show Stopper, Sinking Feeling and Great Sea Battle).

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** In "Two-Week Test" in ''Advance Wars 2'', a HoldTheLine style mission where you must protect your HQ from a vastly superior force for 14 turns as Colin, seems threatening at first but is much easier than the missions preceding and following it owing to your HQ being on a peninsula with a 2 square-wide chokepoint that connects it to the mainland. Plop some tanks on it, put some indirects behind it, and clog the rest of that penninsula with infantry, and your opponent will ''never'' break through since Colin's cheaper units allow him to easily make up for the losses while chipping away at the enemy's stronger units. It's basically ''impossible to lose'' if you don't attempt move forward. All of this is also ignoring an amazing CheeseStrategy where, if you don't build any units, your enemy will move their tanks in and park them all over your properties which ''[[NiceJobFixingItVillain prevents their own infantry from winning by capture]]'' and basically solves your problem for you while you [[WinsByDoingAbsolutelyNothing Win By Doing Absolutely Nothing]].
** Also in
''Advance Wars 2'', the penultimate campaign level Hot Pursuit is typically regarded as a breather level between Great Sea Battle (where TheDragon is confronted) and Final Front (the final showdown with the BigBad). Other, similar levels exist throughout the series. In this case, it is revealed that the level is intentionally easier [[spoiler:as bait for the Big Bad's trap]]. In hard campaign however, Hot Pursuit is generally considered the hardest level in the game (along with Show Stopper, Sinking Feeling and Great Sea Battle).
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** In ''VideoGame/SuperMarioGalaxy2'', there's Starshine Beach, which minus an annoying green star it's again a sedate level with few tough enemies or jumps and a collectathon focus to it; meanwhile, Slime Spring Galaxy is not much more than a subterranean river with few enemies and relaxing music, ending with [[SceneryPorn a stunningly beautiful hill at sunset]]. Just make sure to keep that OxygenMeter full.

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** In ''VideoGame/SuperMarioGalaxy2'', there's Starshine Beach, which minus an annoying green star it's is again a sedate level with few tough enemies or jumps and a collectathon focus to it; meanwhile, Slime Spring Galaxy is not much more than a subterranean river with few enemies and relaxing music, ending with [[SceneryPorn a stunningly beautiful hill at sunset]]. Just make sure to keep that OxygenMeter full.
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[[folder:Tower Defense]]
* ''VideoGame/BloonsTowerDefense'':
** In ''Bloons TD 6'', Round 97 is considered the easiest of the final rounds of the Impoppable and CHIMPS modes. The two fortified [=ZOMGs=] come alone, with no ZergRush BFB escort like on the next round, [[ThatOneLevel Round 98]], or even Round 96 before them. The lone [=ZOMGs=] move very slowly, have virtually no immunities (unlike those [[DemonicSpiders DDTs]] appearing on rounds 90, 93, 95, and 99), and are easy pickings once their bulky outer layers are gone.
** Tunnels is by far the easiest Expert map in ''Bloons TD 5''. The map is copiously long, has only one path, and blimps, tough as they are, are easily isolated and shot down since the titular tunnels only protect regular bloons, not blimps.
[[/folder]]
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* ''RatchetAndClank'':

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* ''RatchetAndClank'':''Franchise/RatchetAndClank'':
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* ''RatchetAndClank'':
** Pokitaru from ''VideoGame/RatchetAndClank2002'' is pretty relaxing level with a simple enemy roster that can be easily handled by Suck Cannon, and has the easiest Jet Fighter mission in the game that is essentially a tutorial.
** The single obligatory mission on Gorn in ''VideoGame/RatchetAndClankGoingCommando'' is easy to complete if you performed at least minimum upgrading of your ship and is sandwidched between Aranos with difficult Clank sections and frustrating Snivelak that is capped by a MarathonBoss. And the levels after that are even more difficult.



** In ''VI'' the second part of the game starts with four quests to fetch memory crystals to reactivate The Oracle. Three of them are located in places that are absolutely infuriating to navigate and are full of local DemonicSpiders. The fourth? The one, located in Supreme Temple of Baa, is rather easy to complete and contains enemies that you had to fight before already and in bigger numbers.

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** In ''VI'' the second part of the game starts with four quests to fetch memory crystals to reactivate The Oracle. Three of them are located in places that are absolutely infuriating to navigate and are full of local DemonicSpiders. The fourth? The one, located in Supreme Temple of Baa, is rather easy to complete find and the place contains enemies that you had to fight before already and in bigger numbers.



*** Ranger's first promotion quest in ''VII'' amounts to getting to the entrance to the dungeon. That's it.

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*** Ranger's first promotion quest in ''VII'' amounts to getting to the entrance to the of one specific dungeon. That's it.
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** In 'VI' the second part of the game starts with four quests to fetch memory crystals to reactivate The Oracle. Three of them are located in places that are absolutely infuriating to navigate and are full of local DemonicSpiders. The fourth? The one in Supreme Temple of Baa, is rather easy to complete and contains enemies that you had to fight before already and in bigger numbers.

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** In 'VI' ''VI'' the second part of the game starts with four quests to fetch memory crystals to reactivate The Oracle. Three of them are located in places that are absolutely infuriating to navigate and are full of local DemonicSpiders. The fourth? The one one, located in Supreme Temple of Baa, is rather easy to complete and contains enemies that you had to fight before already and in bigger numbers.
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* ''VideoGame/MightAndMagic'':
** In 'VI' the second part of the game starts with four quests to fetch memory crystals to reactivate The Oracle. Three of them are located in places that are absolutely infuriating to navigate and are full of local DemonicSpiders. The fourth? The one in Supreme Temple of Baa, is rather easy to complete and contains enemies that you had to fight before already and in bigger numbers.
** Some promotion quests are very easy to complete, especially when compared to some aggravating ones:
*** [=3D=] games have Cleric promotion quests rather easy most of time, but ''VIII'' really takes the cake, as the required promotion item is in ''NoobCave''. While it is in optional part of the dungeon, the enemies here are not even on Ravenshore's enemy level, which is your next destination.
*** Ranger's first promotion quest in ''VII'' amounts to getting to the entrance to the dungeon. That's it.

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