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** Mission 45. You have to go to Afghanistan to retrieve [[spoiler:Quiet after she leaves your base and is captured by the Soviet soldiers]]. Normally you'd think this would be a mission that would emphasize stealth and equip yourself accordingly. You'd be completely wrong. Instead you get hit by wave after wave of soldiers, gunships, and tanks, while being equipped with a weak Grom the game forces on you, forced to survive long enough for supplies to be dropped in. And if you didn't bother researching more powerful weapons and body armor? The game won't let you quit and start over from your ACC to do so, not unless you fulton yourself out on top of a container, which is neither easy to do under those circumstances nor something the game makes clear to you.

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** Mission 45. You have to go to Afghanistan to retrieve [[spoiler:Quiet after she leaves your base and is captured by the Soviet soldiers]]. Normally you'd think this would be a mission that would emphasize stealth and equip yourself accordingly. You'd be completely wrong. Instead you get hit by wave after wave of soldiers, gunships, and tanks, while being equipped with a weak Grom the game forces on you, forced to survive long enough for supplies to be dropped in. And if you didn't bother researching more powerful weapons and body armor? The game won't let you quit and start over from your ACC to do so, not unless you fulton yourself out on top of a container, which is neither easy to do under those circumstances nor something the game makes clear to you. It becomes a bit easier if you have forewarning and the right equipment, but you'll still have to face those waves of increasingly accurate armor.


* ''VideoGame/AlienIsolation'': mission 5, The Quarantine. As the first serious confrontation with a xenomorph that will relentlessly stalk you everywhere, the insidious layout means that many players met an impressive spike in difficulty the first time they played it. The level is divided in two areas: the first one has very few hideouts, most of them have an exposed side, there are wide pathways where the alien can easily see you, you are forced to move and turn around corners and spend time digiting a passcode; the second areas on the contrary has a lot of good spots for hiding, but it's really narrow and claustrophobic, and you can't easily see where the alien is going or how much it's close, chances are that if you slow down you will trap yourself because you hide in a point where it's difficult to get out without crossing the alien. There are however one EasyLevelTrick and a shortcut for more advanced players.

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* ''VideoGame/AlienIsolation'': mission ''VideoGame/AlienIsolation'':
** Mission
5, The Quarantine. As the first serious confrontation with a xenomorph that will relentlessly stalk you everywhere, the insidious layout means that many players met an impressive spike in difficulty the first time they played it. The level is divided in two areas: the first one has very few hideouts, most of them have an exposed side, there are wide pathways where the alien can easily see you, you are forced to move and turn around corners and spend time digiting a passcode; the second areas on the contrary has a lot of good spots for hiding, but it's really narrow and claustrophobic, and you can't easily see where the alien is going or how much it's close, chances are that if you slow down you will trap yourself because you hide in a point where it's difficult to get out without crossing the alien. There are however one EasyLevelTrick and a shortcut for more advanced players.

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* ''VideoGame/AlienIsolation'': mission 5, The Quarantine. As the first serious confrontation with a xenomorph that will relentlessly stalk you everywhere, the insidious layout means that many players met an impressive spike in difficulty the first time they played it. The level is divided in two areas: the first one has very few hideouts, most of them have an exposed side, there are wide pathways where the alien can easily see you, you are forced to move and turn around corners and spend time digiting a passcode; the second areas on the contrary has a lot of good spots for hiding, but it's really narrow and claustrophobic, and you can't easily see where the alien is going or how much it's close, chances are that if you slow down you will trap yourself because you hide in a point where it's difficult to get out without crossing the alien. There are however one EasyLevelTrick and a shortcut for more advanced players.
** Mission 9, not for its difficulty but because it's an interactive flashback without action or enemies, it's long, you can't skip it during a full run and it becomes boring after you replay it for the umpteenth time.


** For ''VideoGame/MetalGearSolidVThePhantomPain'' there's Mission 16. You have to extract a truck from a convoy. Sounds pretty simple. With two armored vehicles protecting it, plus an escort jeep. Still not too bad. But sneak around the vehicles or reach the target before they arrive? The [[spoiler: Skulls]] show up the moment you get close to the truck. Their attacks can easily ruin your Fulton extraction attempts, and they will not hesitate to smash and shoot up their own truck trying to reach you, resulting in mission failure. And even if you do manage to Fulton the truck out, have fun dealing with them or escaping from what you thought would be just a quick mission involving a couple of vehicles.

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** For ''VideoGame/MetalGearSolidVThePhantomPain'' there's has a few.
**
Mission 16. You have to extract a truck from a convoy. Sounds pretty simple. With two armored vehicles protecting it, plus an escort jeep. Still not too bad. But sneak around the vehicles or reach the target before they arrive? The [[spoiler: Skulls]] show up the moment you get close to the truck. Their attacks can easily ruin your Fulton extraction attempts, and they will not hesitate to smash and shoot up their own truck trying to reach you, resulting in mission failure. And even if you do manage to Fulton the truck out, have fun dealing with them or escaping from what you thought would be just a quick mission involving a couple of vehicles.vehicles.
** Mission 45. You have to go to Afghanistan to retrieve [[spoiler:Quiet after she leaves your base and is captured by the Soviet soldiers]]. Normally you'd think this would be a mission that would emphasize stealth and equip yourself accordingly. You'd be completely wrong. Instead you get hit by wave after wave of soldiers, gunships, and tanks, while being equipped with a weak Grom the game forces on you, forced to survive long enough for supplies to be dropped in. And if you didn't bother researching more powerful weapons and body armor? The game won't let you quit and start over from your ACC to do so, not unless you fulton yourself out on top of a container, which is neither easy to do under those circumstances nor something the game makes clear to you.


[[AC:Trap-Em-Up]]
* ''VideoGame/TomAndJerryInHouseTrap'', a ''WesternAnimation/TomAndJerry'', a "Trap-Em-Up" based on the ''ComicStrip/SpyVsSpy'' games, has the penultimate level, "Mechani-cat", widely considered to be the most difficult level in the game. For most of the game, the player plays as Jerry and goes up against Tom, who possesses the same abilities and attacks Jerry does. In "Mechani-cat" however, Tom is replaced with [[SNKBoss Mechano]] (from "Push-Button Kitty"), who possesses two incredibly powerful attacks: getting too close to it results in it biting Jerry, while trying to run from it results in it shooting at Jerry with cannonballs. Both attacks will shave off large portions of Jerry's health if they connect, and Mechano also runs faster than Jerry does, meaning it's very difficult to avoid taking damage. The only way to get it to stop chasing Jerry for any period of time is to distract it with mechanical mice, but you wouldn't know to activate them [[GuideDangIt unless you've watched the episode it's based on]]. It's so difficult that "Oodles for Toodles"[[note]]which brings Tom back as your opponent[[/note]], the ''actual'' final level of the game, is considered a BreatherLevel in comparison.



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** The Gamecube/Wii/[=PS2=]/Xbox version of ''Double Agent'' has JBA HQ Part 2. Most of the mission consists of exploring a bunker full of narrow, well-lit tunnels with guards patrolling through them. This is already tough enough to get through, but the Red Mercury room in the Xbox version is by far the hardest part of the game to do 100% stealth. There are two guards patrolling the room in really tight patterns, one in Emile's office, which you have to sneak into, is well lit, and the cabinet is against the window which the other guard can see you through, and another on the ground level who sometimes go up a left ramp. You have to get a sample of Red Mercury from the center of the room, which requires first either hacking the keypad or using a password from the computers up the left ramp, then actually going up to it and scanning it. The problem? The ENTIRE CENTER OF THE ROOM IS FULLY LIT WITH NO COVER EXCEPT A THIN CABINET ON THE LEFT SIDE and the scanning takes a good 7 seconds to do, during which you are standing still and are fully exposed to the two guards in the room, and you have to quickly escape the room through an air vent on the right side as the front door closes and the room fills with gas. If you don't have the reflexes and timing of a god, you WILL get seen there. And it's not over after that if you are going for the good ending, as you'll have to defuse two bombs under a time limit. The one on the roof is easy to deal with, but the one in the docks has 4 guards patrolling the area who get suspicious really quickly, and the area is rather well lit and has some security cameras to deal with. Also, chances are that after you defuse the first bomb, your NSA trust will go completely to the right and will force you to report to Emile at the beginning of the level, wasting some of the precious time on the bomb timer. Good luck beating this mission with nobody knocked out.


* ''VideoGame/PlantsVsZombiesHeroes'' had the infamous mission 20, called "A Shadow Falls". It is all because of an [[MyRulesAreNotYourRules unfair special "rule"]] named Power to the Plants! [[note]]Which gave all plants +1/+1 for the rest of the game. Now it gives all plants +1/+1 for the current turn.[[/note]], so the opposing heroes can easily just play plants to overwhelm your weaker zombies. Green Shadow, a plant hero that relies on boosting plants, has many ways to hit you hard. Captain Combustible also can grow his allies huger thanks to the rule. However, Solar Flare, on the other hand, is a complete try hard with the rule. She simply rushes with weak plants, and thanks to the rule, they are now going to become a very large threat. [[ThatOneBoss The former boss mission even had Green Shadow with a complete advantage.]] She would've started with 3 Torchwoods and +15 health. What do you start with? Nothing. The fact that all lanes are heights as well makes it impossible to play a few ground lane cards and environments and makes Amphibous zombies more prone to being destroyed. It was too hard that even PopCap had to nerf the level to the point where the rule only affected the current turn and the Green Shadow boss now just starts with 6 cards.

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* ''VideoGame/PlantsVsZombiesHeroes'' had the infamous mission 20, called "A Shadow Falls". It is all because of an [[MyRulesAreNotYourRules unfair special "rule"]] named Power to the Plants! [[note]]Which gave all plants +1/+1 for the rest of the game. Now it gives all plants +1/+1 for the current turn.[[/note]], so the opposing heroes can easily just play plants to overwhelm your weaker zombies. Green Shadow, a plant hero that relies on boosting plants, has many ways to hit you hard. Captain Combustible also can grow his allies huger thanks to the rule. However, Solar Flare, on the other hand, is a complete try hard with the rule. She simply rushes with weak plants, and thanks to the rule, they are now going to become a very large threat. [[ThatOneBoss The former boss mission even had Green Shadow with a complete advantage.]] She would've started with 3 Torchwoods and +15 health. What do you start with? Nothing. The fact that all lanes are heights as well makes it impossible to play a few ground lane cards and environments and makes Amphibous zombies more prone to being destroyed. It was too hard that even PopCap [=PopCap=] had to nerf the level to the point where the rule only affected the current turn and the Green Shadow boss now just starts with 6 cards.



* ''VideoGame/BloonsTowerDefense 5's'' level 63. The level starts slow enough - slow lead bloons come out at first, which are slow, and anyone at that point should be able to pop them. Then, out of the blue, several Ceramic bloons - which are quick and take ten hits to pop - rush out all at once, so densely packed that the first ones in the group shield the ones behind them. This happens ''three times'' over the course of the level.

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* ''VideoGame/BloonsTowerDefense 5's'' level and ''6's'' round 63. The level starts slow enough - slow lead bloons come out at first, which are slow, and anyone at that point should be able to pop them. Then, out of the blue, several Ceramic bloons - which are quick and take ten hits to pop - rush out all at once, so densely packed that the first ones in the group shield the ones behind them. This happens ''three times'' over the course of the level.

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These levels might not always have a [[VideoGame/CaveStory sign at the start that says]] "[[WelcomeToHell Welcome to Hell!]]," but [[NintendoHard they might]] [[PlatformHell as well]].


* ''VideoGame/{{Penumbra}}'' has Chemical Storage in ''Overture.'' It's not just because you'll be chased by a worm through doors you'll have to shut behind you, through barriers that will make you stop and take time to break them down, and over pools of deadly acid that require jumping and box pushing to avoid injury. [[spoiler: It's that there's Shmuck Bait in the form of a metal barrier that tempts you into thinking it can hide you from the worm. Worse, at the end of the area you might think it's possible to have enough time to turn the valve and open the steel door, but in reality you're supposed to cause a cave-in.]]

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* ''VideoGame/{{Penumbra}}'' has Chemical Storage in ''Overture.'' It's not just because you'll be chased by a worm through doors you'll have to shut behind you, through barriers that will make you stop and take time to break them down, and over pools of deadly acid that require jumping and box pushing to avoid injury. [[spoiler: It's that there's Shmuck Schmuck Bait in the form of a metal barrier that tempts you into thinking it can hide you from the worm. Worse, at the end of the area you might think it's possible to have enough time to turn the valve and open the steel door, but in reality you're supposed to cause a cave-in.]]



** The infamous Water Part, mostly because it's the first area of the game where something is relentlessly pursuing you and where you could most likely die your first time. Other than that, it involves platforming on boxes to prevent the monster from chasing you, using a lever that will open a gate for a limited time that you have to rush through. And a made dash through multiple flooded hallways, shutting doors behind you to stall the monster for a few seconds.

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** The infamous Water Part, mostly because it's the first area of the game where something is relentlessly pursuing you and where you could most likely die your first time. Other than that, it involves platforming on boxes to prevent the monster from chasing you, using a lever that will open a gate for a limited time that you have to rush through. And a made mad dash through multiple flooded hallways, shutting doors behind you to stall the monster for a few seconds.


* ''VideoGame/Hitman2016'''s "Freedom Fighters. All the NPCs, excluding the targets and hackers, are armed and the entire map is hostile. There are 4 targets, who, along with being bland compared to the previous targets, are spaced out, forcing you to run from one point of the map to the other. If that was not bad enough, the game forces you to infiltrate a house and break into the basement to leave.

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* ''VideoGame/Hitman2016'''s "Freedom Fighters. All the NPCs, [=NPCs=], excluding the targets and hackers, are armed and the entire map is hostile. There are 4 targets, who, along with being bland compared to the previous targets, are spaced out, forcing you to run from one point of the map to the other. If that was not bad enough, the game forces you to infiltrate a house and break into the basement to leave.


[[caption-width-right:350:L - R: "Can't Wait To Be King" from ''VideoGame/TheLionKing'', "The High Road" from ''VideoGame/CrashBandicoot1996'', "Meat Circus" from ''VideoGame/{{Psychonauts}}''.]]

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[[caption-width-right:350:L [-[[caption-width-right:350:L - R: "Can't Wait To Be King" from ''VideoGame/TheLionKing'', "The High Road" from ''VideoGame/CrashBandicoot1996'', "Meat Circus" from ''VideoGame/{{Psychonauts}}''.]]
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[[caption-width-right:L - R: "Can't Wait To Be King" from ''VideoGame/TheLionKing'', "The High Road" from ''VideoGame/CrashBandicoot1996'', "Meat Circus" from ''VideoGame/{{Psychonauts}}''.]]

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[[caption-width-right:L [[caption-width-right:350:L - R: "Can't Wait To Be King" from ''VideoGame/TheLionKing'', "The High Road" from ''VideoGame/CrashBandicoot1996'', "Meat Circus" from ''VideoGame/{{Psychonauts}}''.]]



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[[caption-width-right:L - R: "Can't Wait To Be King" from ''VideoGame/TheLionKing'', "The High Road" from ''VideoGame/CrashBandicoot1996'', "Meat Circus" from ''VideoGame/{{Psychonauts}}''.]]






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