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* The final boss fight strips you of all the weapons you have spent the rest of the game learning and upgrading, and gives you a new one with a different set of moves. And the boss isn't a pushover, either.

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* Dynasty Warriors Gundam 3 had a final stage that was a complete massacre for most players. You start with only one other character on your side, and while they aren't too bad most times, they will probably not last more than five minutes. You have to capture multiple fields within a very limited amount of time, since the enemy missile bases (the areas that launch nukes at your side, which will completely turn one of your ally zones into an enemy zone when they touch down) will make short work on your HQ. (Which will take away your ability to respawn, even if you recapture it.) Meanwhile, you have to defend your zones from the constant attack from enemy Ace Pilots, who have outrageously high stats and ungodly health. The chance of you surviving a single hit is very small, but that doesn't matter, since the A.I. will usually propel you into a 4 to 12 hit combo. The enemy team has four of these Aces on its side, who work together quite nicely to corner you. Taking down one of these Aces takes a couple of minutes when they are together, and by the time you've started working down another one, the first Ace has already respawned. To complicate things even more, the enemy starts off with a 'Mobile Suit Factory', a field that slowly recovers that team's 'battle gauge', the meter that depletes upon an Ace's respawn. The A.I. is so powerful that whatever part of that gauge was lost from shooting down that single enemy is already recovered by the time you managed to defeat another, so you'll be harassed by these officers the ENTIRE MISSION. If you managed to overcome the complete unfairness, you're rewarded with a battle at their HQ against three heavily powered opponents, two who pilot the Musha and Musha Mk. II Gundams, extremely powerful mobile suits, who are led by the Knight Gundam, easily the most overpowered Gundam in the entire game. You must defeat all three of them to complete the mission.

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* Dynasty Warriors Gundam 3 had a final stage that was a complete massacre for most players. You start with only one other character on your side, and while they aren't too bad most times, they who will probably not last more than five minutes. You have to capture multiple fields within a very limited amount of time, since the enemy missile bases (the areas that launch nukes at your side, which will completely turn one of your ally zones into an enemy zone when they touch down) will make short work on your HQ. (Which will take away your ability to respawn, even if you recapture it.) Meanwhile, you have to defend your zones from the constant attack from enemy Ace Pilots, who have outrageously high stats and ungodly health. The chance of you surviving a single hit is very small, but that doesn't matter, since the A.I. will usually propel you into a 4 to 12 hit combo. The enemy team has four of these Aces on its side, who work together quite nicely to corner you. Taking down one of these Aces takes a couple of minutes when they are together, and by the time you've started working down another one, the first Ace has already respawned. To complicate things even more, the enemy starts off with a 'Mobile Suit Factory', a field that slowly recovers that team's 'battle gauge', the meter that depletes upon an Ace's respawn. The A.I. is so powerful that whatever part of that gauge was lost from shooting down that single enemy is already recovered by the time you managed to defeat another, so you'll be harassed by these officers the ENTIRE MISSION. If you managed to overcome the complete unfairness, you're rewarded with a battle at their HQ against three heavily powered opponents, two who pilot opponents. Two enemy Ace Pilots come out in the Musha and Musha Mk. II Gundams, extremely powerful mobile suits, who and are led by the Knight Gundam, easily the most overpowered Gundam in the entire game. You must defeat all three of them to complete the mission.
mission. Is now a bad time to remind you that you cannot absolutely take a single hit? Knight Gundam seems to know this and will spam his SP attack every other minute.
** Save Scumming is the only way you will beat this stage without breaking a controller.
** Interestingly enough, there's something about this stage that isn't present in ANY other stage at all. Your ally mooks are actually useful, and will utterly destroy a single enemy Ace Pilot if they attempt to capture your zone by themselves. That's right, your generic grunts, who couldn't defend your zones for ANYTHING in the past 100 gameplay hours, are now suddenly strong enough that they can defend the zone AND take down the very same pilot that can kill you in one or two hits. A Crowning Moment of Awesome if you think about it long enough.

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* Dynasty Warriors Gundam 3 had a final stage that was a complete massacre for most players. You start with only one other character on your side, and while they aren't too bad most times, they will probably not last more than five minutes. You have to capture multiple fields within a very limited amount of time, since the enemy missile bases (the areas that launch nukes at your side, which will completely turn one of your ally zones into an enemy zone when they touch down) will make short work on your HQ. (Which will take away your ability to respawn, even if you recapture it.) Meanwhile, you have to defend your zones from the constant attack from enemy Ace Pilots, who have outrageously high stats and ungodly health. The chance of you surviving a single hit is very small, but that doesn't matter, since the A.I. will usually propel you into a 4 to 12 hit combo. The enemy team has four of these Aces on its side, who work together quite nicely to corner you. Taking down one of these Aces takes a couple of minutes when they are together, and by the time you've started working down another one, the first Ace has already respawned. To complicate things even more, the enemy starts off with a 'Mobile Suit Factory', a field that slowly recovers that team's 'battle gauge', the meter that depletes upon an Ace's respawn. The A.I. is so powerful that whatever part of that gauge was lost from shooting down that single enemy is already recovered by the time you managed to defeat another, so you'll be harassed by these officers the ENTIRE MISSION. If you managed to overcome the complete unfairness, you're rewarded with a battle at their HQ against three heavily powered opponents, two who pilot the Musha and Musha Mk. II Gundams, extremely powerful mobile suits, who are led by the Knight Gundam, easily the most overpowered Gundam in the entire game. You must defeat all three of them to complete the mission.
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YMMV sinkhole


*** Clearly a case of YourMileageMayVary... for this troper, the Lady Cai Wenji missions were annoying but not insanely difficult, but escorting those goddamn villagers was a nightmare (even with Red Hare).

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*** Clearly a case of YourMileageMayVary... for this troper, the Lady Cai Wenji missions were annoying but not insanely difficult, but escorting Escorting those goddamn villagers was a nightmare (even with Red Hare).
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[[AC:GodOfWar]]
* Hades from the first ''GodOfWar'' is a rare ScrappyLevel that's ''actually'' [[BonusLevelOfHell Hell]].

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* Hades from the first ''GodOfWar'' ''VideoGame/GodOfWar'' is a rare ScrappyLevel that's ''actually'' [[BonusLevelOfHell Hell]].



* The first ''GodOfWar'' also had one major Scrappy combat section: a confrontation with three Cyclopses early in the Athens Town Square map. On easier difficulties it's merely annoying, but on Hard and Very Hard, it becomes ridiculously frustrating and unfair, unlike the rest of the game which is hard but fair.

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* The first ''GodOfWar'' ''VideoGame/GodOfWar'' also had one major Scrappy combat section: a confrontation with three Cyclopses early in the Athens Town Square map. On easier difficulties it's merely annoying, but on Hard and Very Hard, it becomes ridiculously frustrating and unfair, unlike the rest of the game which is hard but fair.
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Seriously, this mission is hard enough when you\'re NOT worried about unlocking

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*** It gets worse: There's two different versions of this level - Wu's version actually nerfs Meng Huo (he won't respawn all those times), Shu's version is where you actually get to unlock Meng Huo and Zhu Rong. How do you unlock them? Zhu Rong is simply unlocked by defeating her in a duel (as Shu, after dueling Meng Huo). Meng Huo, on the other hand, requires you to defeat him all 7 times, one of which MUST be done by duel. The ONLY way you're pulling this off is to break the 1000-KO barrier to max out your force's morale while taking out enemy officers so that your commander (and the bodyguards you hopefully didn't forget to have wait at YOUR HQ) aren't taken out.
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** Oh, and as for 4, two words: Nanman Campaign. First off, you're up against a massive, highly motivated force. With elephants, which your forces have trouble with. Likewise, armor troops. Plus after a few seconds, your side ''constantly'' loses morale due to the harsh climate. And every time you beat Meng Huo outside of his headquarters, he returns more powerful than before. Plus the enemy gates continually regenerate, meaning that they have effectively unlimited forces. It's so bad, ''any'' strategy other than "go right to enemy HQ and take out the commander quickly" is practically suicide. An archtypical case of a company legitimately wanting to create a challenging level and [[BeyondTheImpossible Not. Knowing. When. To. Friggin'. Quit.]]

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** Oh, and as for 4, two words: Nanman Campaign. First off, you're up against a massive, highly motivated force. With elephants, which your forces have trouble with. Likewise, armor troops. Plus after a few seconds, your side ''constantly'' loses morale due to the harsh climate. And every time you beat Meng Huo outside of his headquarters, he returns more powerful than before. Plus the enemy gates continually regenerate, meaning that they have effectively unlimited forces. It's so bad, ''any'' strategy other than "go right to enemy HQ and take out the commander quickly" is practically suicide. An archtypical case of a company legitimately wanting to create a challenging level and [[BeyondTheImpossible [[SerialEscalation Not. Knowing. When. To. Friggin'. Quit.]]
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** Convicts that ''constantly bloody respawn.'' You'd think cutting someone to death with a katana would prevent that sort of thing. Instead, you have to destroy the vehicle too, then they stop respawning.

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** Convicts that ''constantly bloody respawn.'' You'd think cutting someone to death with a katana would prevent that sort of thing. Instead, you have to destroy the vehicle too, then they stop respawning.
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** The Two Qiaos also qualifies. The situation: You're either Sun Ce or Zhou Yu, and you have to find both the other and the titular Qiaos, all of whom are scattered across the battlefield. You're up against lots and lots (and lots and ''lots'' and LOTS) of enemy soldiers who pop up in massive ambushes all over the place and have no troops or bodyguards of your own. And if ''anyone'' goes down, YOU FAIL THE LEVEL. (This stage, incidentally, is the only way to unlock the Qiaos.)

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** The Two Qiaos also qualifies. The situation: You're either Sun Ce or Zhou Yu, and you have to find both the other and the titular eponymous Qiaos, all of whom are scattered across the battlefield. You're up against lots and lots (and lots and ''lots'' and LOTS) of enemy soldiers who pop up in massive ambushes all over the place and have no troops or bodyguards of your own. And if ''anyone'' goes down, YOU FAIL THE LEVEL. (This stage, incidentally, is the only way to unlock the Qiaos.)
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Dropping the \"Full Stop\" part.


* God of War 2. Protect the Translator, full stop. It basically involves [[EscortMission carrying around]] the ultimate SquishyWizard on your back and trying to protect him from the game's most frustrating DemonicSpiders, the Satyrs and the Minotaur Priests, enemies you would be lucky enough to survive against yourself! It's only moderately difficult on some of the more human difficulty levels, but on Titan, it can be seemingly impossible. If you haven't upgraded ''just right'' up until this point (usually by [[LevelGrinding exploiting infinite respawn and / or magic areas for experience orbs]]), you could be stuck in an {{Unwinnable}} situation. To add insult to injury, ''you can totally see the final boss lair from the balcony!!!'' At least when / if you ever get past this part, you immediately get to [[VideoGameCrueltyPotential smash the fragile little bastard's face into a book]] to [[CatharsisFactor vent your frustrations]].

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* In God of War 2. Protect 2, there's the Translator, full stop.part where you have to protect the Translator. It basically involves [[EscortMission carrying around]] the ultimate SquishyWizard on your back and trying to protect him from the game's most frustrating DemonicSpiders, the Satyrs and the Minotaur Priests, enemies you would be lucky enough to survive against yourself! It's only moderately difficult on some of the more human difficulty levels, but on Titan, it can be seemingly impossible. If you haven't upgraded ''just right'' up until this point (usually by [[LevelGrinding exploiting infinite respawn and / or magic areas for experience orbs]]), you could be stuck in an {{Unwinnable}} situation. To add insult to injury, ''you can totally see the final boss lair from the balcony!!!'' At least when / if you ever get past this part, you immediately get to [[VideoGameCrueltyPotential smash the fragile little bastard's face into a book]] to [[CatharsisFactor vent your frustrations]].
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* ''SengokuBasara: Samurai Heroes'' has Incident at Honno-ji. Apart from being [[GuideDangIt a pain in the arse to even find]] the level is swarming with a wide variety of enemies, is large and time-consuming to navigate, and puts a strict time limit on capturing bases - and failing to do so allows ThatOneBoss at the end of the level to resurrect another time, further putting your survival chances in the toilet. There is a trick to it: [[spoiler:Nobunaga always activates the Mortal Coils in the same order. Take the southernmost base, then both northern ones, then use Hero Time to get to the south-western one. That base contains a slingshot to the north-western one, which then has a slingshot to the eastern base, completing the sequence.]] That said, even taking optimal routes, you have to move pretty quickly while defeating every officer you pass to make it work. The character the game forces you to use the first time? Oichi, who has the movement speed of a duck in molasses.
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Diablo II

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* Act 3 of DiabloII. You have to slog through a jungle with switchbacks and dead ends populated by a) native pygmy men who either swarm and stab you or shoot you from afar with blowguns, which are led by shaman with the ability to revive the pygmys; b) enormous mosquitoes that drain your stamina and poison you; c) literal DemonicSpiders that are larger than you. This is on top of an act-long fetch quest which forces you to fully explore the jungle [[AbsurdlySpaciousSewer and the sewers]] of a nearby city looking for the unusually well-preserved remains (eye, brain, heart) of an old wizard.
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Moving to Beat em Up


* The second desert level in {{Bleach}}: Soul Carnival 2 (the one after you fight Grimmjow and Nnoitra). It doesn't start out that hard, but the second "room" is a gigantic pain in the ass. You've got strong winds pushing you forward, you can't dash, and there are gigantic Hollows blocking your path with a nearly-unavoidable attack that deals 5-digit damage. And you're stuck as Kenpachi the first time around, so you'll run out of SP quickly, and unless you're ''extremely'' overleveled, you need specials to take out the giant hollows. And forget about breaking the orb that restricts dashing or trying to get the treasures up on high pillars.
** All of the Challenge Stages, but special mention goes to Area 14 of the Soul Society challenge and the first half of Area 2 of the Real World challenge. The former is like the aforementioned desert stage; heavy winds, and you can't dash. This time, however, you cannot get the ability to dash back. And [[TheComputerIsACheatingBastard your enemies ignore the winds]]. To crank things UpToEleven, the enemies are giant, so only special attacks do normal damage unless you're about 20 levels higher, and the really big ones can reduce THAT to single-digit damage as well, AND there's a wall of bombs inside treasure chests that is unspeakably hard to avoid, and each bomb deals about 3000 damage. Which means that, unless you waited a really long time to come here, breaking open more than 3 chests at a time results in death. The latter is a REALLY dark warehouse, and the only light comes from windows (of which there are not enough) or lightning flashes (which are infrequent). And then you want to talk about the area itself? You're locked into it the first time you enter the area, meaning you have to grope around in the dark until you find the two orbs that you need to break to escape. Also, you deal double damage to enemies, but the reverse is also true, and also applies to ''the scenery''. Meaning that those damned electric boxes can deal about a fifth of your HP in damage. And that doesn't factor in the horrendous amounts of damage you get from other enemies in the area. You can't get rid of this effect until you get to the second half of the area...which requires jumping through lines of said electric boxes outside the warehouse. ARRRRRRRRRRGH!

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* The second desert level in {{Bleach}}: Soul Carnival 2. It doesn't start out that hard, but the second "room" is a gigantic pain in the ass. You've got strong winds pushing you forward, you can't dash, and there are gigantic Hollows blocking your path with a nearly-unavoidable OneHitKill attack. And you're stuck as Kenpachi the first time around, so you'll run out of SP quickly, and unless you're ''extremely'' overleveled, you need specials to take out the giant hollows. And forget about breaking the orb that restricts dashing or trying to get the treasures up on high pillars.

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* The second desert level in {{Bleach}}: Soul Carnival 2.2 (the one after you fight Grimmjow and Nnoitra). It doesn't start out that hard, but the second "room" is a gigantic pain in the ass. You've got strong winds pushing you forward, you can't dash, and there are gigantic Hollows blocking your path with a nearly-unavoidable OneHitKill attack.attack that deals 5-digit damage. And you're stuck as Kenpachi the first time around, so you'll run out of SP quickly, and unless you're ''extremely'' overleveled, you need specials to take out the giant hollows. And forget about breaking the orb that restricts dashing or trying to get the treasures up on high pillars.pillars.
** All of the Challenge Stages, but special mention goes to Area 14 of the Soul Society challenge and the first half of Area 2 of the Real World challenge. The former is like the aforementioned desert stage; heavy winds, and you can't dash. This time, however, you cannot get the ability to dash back. And [[TheComputerIsACheatingBastard your enemies ignore the winds]]. To crank things UpToEleven, the enemies are giant, so only special attacks do normal damage unless you're about 20 levels higher, and the really big ones can reduce THAT to single-digit damage as well, AND there's a wall of bombs inside treasure chests that is unspeakably hard to avoid, and each bomb deals about 3000 damage. Which means that, unless you waited a really long time to come here, breaking open more than 3 chests at a time results in death. The latter is a REALLY dark warehouse, and the only light comes from windows (of which there are not enough) or lightning flashes (which are infrequent). And then you want to talk about the area itself? You're locked into it the first time you enter the area, meaning you have to grope around in the dark until you find the two orbs that you need to break to escape. Also, you deal double damage to enemies, but the reverse is also true, and also applies to ''the scenery''. Meaning that those damned electric boxes can deal about a fifth of your HP in damage. And that doesn't factor in the horrendous amounts of damage you get from other enemies in the area. You can't get rid of this effect until you get to the second half of the area...which requires jumping through lines of said electric boxes outside the warehouse. ARRRRRRRRRRGH!

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\n** On [[HarderThanHard Titan Mode]], every part of the game that's merely tedious turns into That One Level/Boss. One notable example is at the end of the first Pegasus segment, ''right after the prologue''. The Dark Rider portion, specifically: he traps you in a draft and shoots bursts of dark magic at you that you have to dodge, the last of which is unavoidable and ends up railroading Kratos into the next section of the game. The problem is that now, each hit takes off over half of your life bar, so you ''have'' to avoid everything up to this point or you're dead. The only problem is figuring out how to dodge [[ThatOneAttack THAT DAMN PENULTIMATE DARK BURST!]] Even when you go on the opposite side of the draft from where it'd logically hit you, you still get damaged by it!
** By itself, one of the late-game sections is tedious. You're basically grabbing the chains in a pillar and pulling them to make the elevator move down, but a ways down, the ceilings sprouts spikes and starts coming down, so it turns into a race to get to the bottom and open the door before you're impaled and crushed. Problem is, [[DemBones the skeletons]] [[ItsQuietTooQuiet you saw just lying on the ground since you entered]] start coming to life and attacking you. Not only do you have to keep them off of you while you move the elevator (which is easy enough with a cast of [[ShockAndAwe Cronos' Rage]]), but the skeletons will occasionally grab hold of the gears actually moving the elevator and stop them entirely, so you have to stop and kill them anyway. The whole thing is more tense than anything.
** And of course, who could forget the gauntlet of enemies preceding Clotho's Chamber in the end game? Little-to-no health/magic recovery from beginning to end, and you have to face several rounds of almost every enemy you've ever seen in the game, from [[DemonicSpiders Satyrs]] to [[LightningBruiser Cyclopes]]. Hope you mastered using The Golden Fleece, or you're not walking out of this with minimal damage.
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* ''Dynasty Warriors 5'' has Battle of Mt. Ding Jun on the Shu side. Not that the battle is hard by itself, but about ten minutes in, a painfully obvious but impossible to prevent sabotage occurs and Wei starts bearing down on both the commander Ma Su and the main camp, which are suddenly a long, roundabout way away from each other. Ma Su is a generic officer easily overwhelmed by the 3+ named officers bearing down on him; if he dies, you lose. The main camp is protected only by a handful of officers who are outmatched by the attack force; if both checkpoints inside the base are taken, you lose. The game has the courtesy to tell you what's going on, but unless you pick one issue, deal with it quickly and completely then hustle to the other, you'll lose before reinforcements arrive. This is one of the few maps where even advanced players can lose by mission failure if they drop the ball at all.
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* The second desert level in {{Bleach}}: Soul Carnival 2. It doesn't start out that hard, but the second "room" is a gigantic pain in the ass. You've got strong winds pushing you forward, you can't dash, there are gigantic Hollows that can kill you in one shot if you're close enough to them (which is pretty much unavoidable). And you're stuck as Kenpachi the first time around, so you'll run out of SP quickly, and unless you're ''extremely'' overleveled, you need specials to take out the giant hollows. And forget about breaking the orb that restricts dashing or trying to get the treasures up on high pillars.

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* The second desert level in {{Bleach}}: Soul Carnival 2. It doesn't start out that hard, but the second "room" is a gigantic pain in the ass. You've got strong winds pushing you forward, you can't dash, and there are gigantic Hollows that can kill you in one shot if you're close enough to them (which is pretty much unavoidable).blocking your path with a nearly-unavoidable OneHitKill attack. And you're stuck as Kenpachi the first time around, so you'll run out of SP quickly, and unless you're ''extremely'' overleveled, you need specials to take out the giant hollows. And forget about breaking the orb that restricts dashing or trying to get the treasures up on high pillars.
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* The fifth level in ''GodHand'', which starts NintendoHard, proves to be inexpressably frustrating very quickly. One sequence sees you forced to play a cannon-shooting game in an attempt to sink pirate ships; the more you sink, the less enemies you fight in the InescapableAmbush following, but due to the lousy controls of that game, good luck sinking any. Oh, and at the end of the level, you fight Demon Elvis, who's so hard that the entire next level is easier. Fun...
** There's a worse one, though: Level 7, Stage 2, "The Flying Pyramid". It's a small, self-contained arena. First wave: axe-wielding female GiantMook, cannon-wearing fat guy, {{Mook}}. Second wave: another axe-wielder, a GiantMook with a sledgehammer, and a knife-carrying skinny guy. Third wave: a mohawked GiantMook, a regular mook, ''two'' axe wielders, and a knife-carrier. Last wave: [[BossInMookClothing a Sensei]]. And there is no checkpoint--if you die at any point, ''you start over''.
*** Don't forget Death Shudder, which is the point at which most God Hand players give up. God Hand is a game that is all about managing the number of enemies that are fighting you at any given time. So you get through the first part of Death Shudder, which has a couple Kung Fu Mooks (though if you don't approach them in EXACTLY THE RIGHT WAY, you get jumped by a whole boatload of Giant Mooks. You stride on, thinking you've gotten through the worst of it. Not in the slightest. Once you get into the next area, the doors lock behind you, and you're met with: 3 Elite Mooks, 3 Elite Axe Women, an Elite Giant Mook, and Tiger Joe, a boss mook from earlier. Not to mention the fact that they all rush you as soon as you enter the room, and when you kill the Tiger Joe, it spawns a Trident Demon, yet another boss from earlier in the game capable of completely ruining you. Worst part? That Trident Demon is ''scripted'', unlike most of the other demons in the game.
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** It was ''2'' that had some generals gaining powerups. The battles were still winnable, but this ''really'' dragged some of them out, particularly whenever Liu Bei or Cao Cao was the commander. He could literally be the last man standing, with hostile forces ''swarming'' around him, and it'd still take 6 minutes to finish him off. No surprise Koei dropped this like a bad habit. As for XL, well, ''everyone'' (okay, maybe not so much Sun Ce) has a mountain to climb. That's the point.

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** It was ''2'' that had some generals gaining powerups. The battles were still winnable, but this ''really'' dragged some of them out, particularly whenever when Liu Bei or Cao Cao was the commander. He could literally be the last man standing, with hostile forces ''swarming'' around him, and it'd still take 6 minutes to finish him off. No surprise Koei dropped this like a bad habit. As for XL, well, ''everyone'' (okay, maybe not so much Sun Ce) has a mountain to climb. That's the point.
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** It was ''2'' that had some generals gaining powerups. The battles were still winnable, but this ''really'' dragged some of them out, particularly anything where Liu Bei or Cao Cao was the commander. He could literally be the last man standing, with hostile forces ''swarming'' around him, and it'd still take 6 minutes to finish him off. No surprise Koei dropped this like a bad habit. As for XL, well, ''everyone'' (okay, maybe not so much Sun Ce) has a mountain to climb. That's the point.

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** It was ''2'' that had some generals gaining powerups. The battles were still winnable, but this ''really'' dragged some of them out, particularly anything where whenever Liu Bei or Cao Cao was the commander. He could literally be the last man standing, with hostile forces ''swarming'' around him, and it'd still take 6 minutes to finish him off. No surprise Koei dropped this like a bad habit. As for XL, well, ''everyone'' (okay, maybe not so much Sun Ce) has a mountain to climb. That's the point.
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** The Two Qiaos also qualifies. The situation: You're either Sun Ce or Zhou Yu, and you have to find both the other and the titular Qiaos, all of whom are scattered across the battlefield. You're up against lots and lots (and lots and ''lots'' and LOTS) of enemy soldiers who pop up in massive ambushes all over the place and have no troops or bodyguards of your own. And if ''anyone'' goes down, YOU FAIL THE LEVEL. (This stage, incidentally, is the only way to unlock the Qiaos.)
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** Oh, and as for 4, two words: Nanman Campaign. First off, you're up against a massive, highly motivated force. With elephants, which your forces have trouble with. Likewise, armor troops. Plus after a few seconds, your side ''constantly'' loses morale due to the harsh climate. And every time you beat Meng Huo outside of his headquarters, he returns more powerful than before. Plus the enemy gates continually regenerate, meaning that they have effectively unlimited forces. It's so bad, ''any'' strategy other than "go right to enemy HQ and take out the commander quickly" is practically suicide. An archtypical case of a company legitimately wanting to create a challenging level and [[BeyondTheImpossible Not. Knowing. When. To. Friggin'. Quit.]]
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* The second desert level in {{Bleach}}: Soul Carnival 2. It doesn't start out that hard, but the second "room" is a gigantic pain in the ass. You've got strong winds pushing you forward, you can't dash, there are gigantic Hollows that can kill you in one shot if you're close enough to them (which is pretty much unavoidable). And you're stuck as Kenpachi the first time around, so you'll run out of SP quickly, and unless you're ''extremely'' overleveled, you need specials to take out the giant hollows. And forget about breaking the orb that restricts dashing or trying to get the treasures up on high pillars.
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* ''{{Bayonetta}}''. You've played through Normal mode, had a blast, [[spoiler:[[DidYouJustPunchOutCthulhu punched God]] [[MegatonPunch into the sun]]]], and you've unlocked Hard Mode. Shouldn't be too bad, right? Unfortunately, in Hard Mode, ''Level 1'' is that one level. Halfway through the level, you're on the wings of a plane, in [[BulletTime Witch Time]], and because it's the tutorial level, this is the part where you learn about [[LimitBreak torture attacks]]. You must execute 3 to pass this point. They don't redo the tutorial itelf, but you still gotta do the torture attacks... against [[DemonicSpiders Gracious and Glorious]]. To do a torture attack, you spend 8 units of magic. You get one unit for every few hits you land on an enemy, and lose '''''4''''' if you get hit. On normal, this wasn't so bad, because the enemies were pathetic. On hard, it's hell, because Gracious and/or Glorious just love to interrupt your combos, and are as aggressive as sharks in a feeding frenzy.

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* ''{{Bayonetta}}''. You've played through Normal mode, had a blast, [[spoiler:[[DidYouJustPunchOutCthulhu punched God]] [[MegatonPunch into the sun]]]], and you've unlocked Hard Mode. Shouldn't be too bad, right? Unfortunately, in Hard Mode, ''Level 1'' is that one level. Halfway through the level, you're on the wings of a plane, in [[BulletTime Witch Time]], and because it's the tutorial level, this is the part where you learn about [[LimitBreak torture attacks]]. You must execute 3 to pass this point. They don't redo the tutorial itelf, but you still gotta do the torture attacks... against [[DemonicSpiders Gracious and Glorious]]. To do a torture attack, you spend 8 units of magic. You get one unit for every few hits you land on an enemy, and lose '''''4''''' if you get hit. On normal, this wasn't so bad, because the enemies were pathetic. On hard, it's hell, because Gracious and/or Glorious just love to interrupt your combos, and are as aggressive as sharks in a feeding frenzy. The rest of the game isn't anywhere near this bad, and it's humiliating to get your ass handed to you sixteen dozen times ''on the tutorial level''.
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* ''{{Bayonetta}}''. You've played through Normal mode, had a blast, [[spoiler:[[DidYouJustPunchOutCthulhu punched God]] [[MegatonPunch into the sun]]]], and you've unlocked Hard Mode. Shouldn't be too bad, right? Unfortunately, in Hard Mode, ''Level 1'' is that one level. Halfway through the level, you're on the wings of a plane, in [[BulletTime Witch Time]], and because it's the tutorial level, this is the part where you learn about [[LimitBreak torture attacks]]. You must execute 3 to pass this point. They don't redo the tutorial itelf, but you still gotta do the torture attacks... against [[DemonicSpiders Gracious and Glorious]]. To do a torture attack, you spend 8 units of magic. You get one unit for every few hits you land on an enemy, and lose '''''4''''' if you get hit. On normal, this wasn't so bad, because the enemies were pathetic. On hard, it's hell, because Gracious and/or Glorious just love to interrupt your combos, and are as aggressive as sharks in a feeding frenzy.
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* In ''{{Drakengard}}'', we have Leonard's Regret, specifically the verse "Gleamings". Aside from the waves of those ever-annoying bulb-armor knights, the end of the stage sees you fighting a dozen heavy cavalry. They have an attack that causes them to charge at you and send you flying if it hits. Since there are so many of them, several are ''guaranteed'' to charge at once, and MercyInvincibility doesn't kick in until you recover, so prepare to be ping-ponged between several of them. Oh, and they ''love'' doing this while you're busy attacking one cavalryman and they're offscreen. And there are ''two more waves'' after the first. Best to call out Leonard for the last one...
** In truth, all of the pact-partner side chapters are like this. "Arioch's Madness", due to miserable flight controls, is worse yet.

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There is no guarantee you can Shaolin Blast. Didn\'t get the Roulette Orbs you needed? Too bad.


*** Don't forget Death Shudder, which is the point at which most God Hand players give up. God Hand is a game that is all about managing the number of enemies that are fighting you at any given time. So you get through the first part of Death Shudder, which has a couple Kung Fu Mooks (though if you don't approach them in EXACTLY THE RIGHT WAY, you get jumped by a whole boatload of Giant Mooks. You stride on, thinking you've gotten through the worst of it. Not in the slightest. Once you get into the next area, the doors lock behind you, and you're met with: 3 Elite Mooks, 3 Elite Axe Women, an Elite Giant Mook, and Tiger Joe, a boss mook from earlier. Not to mention the fact that they all rush you as soon as you enter the room, and when you kill the Tiger Joe, it spawns a Trident Demon, yet another boss from earlier in the game capable of completely ruining you.
*** Trident Demon isn't exactly a boss - after their introduction, any mook is capable of [[OneWingedAngel revealing his demon form]] (it can be either a normal, blade, spike or trident demon). Traditionally, they spawn from Giant Mooks and are extremely rare but will pop around if you trying to make a no-deaths speedrun.
*** Actually, it seems that the Trident Demon appearing in that area is scripted, as ThisTroper had the same experience in Death Shudder. It's either that, or the large amount of EliteMooks you face means that statistically, you're bound to get a Trident Demon, especially on [[HarderThanHard Level Die.]]
** Rather, it * would* be Nintendo hard... if you DIDN'T use the Shaolin Blast roulette which pretty much kills ALL those enemies in one shot. Having a strategy helps.

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*** Don't forget Death Shudder, which is the point at which most God Hand players give up. God Hand is a game that is all about managing the number of enemies that are fighting you at any given time. So you get through the first part of Death Shudder, which has a couple Kung Fu Mooks (though if you don't approach them in EXACTLY THE RIGHT WAY, you get jumped by a whole boatload of Giant Mooks. You stride on, thinking you've gotten through the worst of it. Not in the slightest. Once you get into the next area, the doors lock behind you, and you're met with: 3 Elite Mooks, 3 Elite Axe Women, an Elite Giant Mook, and Tiger Joe, a boss mook from earlier. Not to mention the fact that they all rush you as soon as you enter the room, and when you kill the Tiger Joe, it spawns a Trident Demon, yet another boss from earlier in the game capable of completely ruining you.
***
you. Worst part? That Trident Demon isn't exactly a boss - after their introduction, any mook is capable ''scripted'', unlike most of [[OneWingedAngel revealing his demon form]] (it can be either a normal, blade, spike or trident demon). Traditionally, they spawn from Giant Mooks and are extremely rare but will pop around if you trying to make a no-deaths speedrun.
*** Actually, it seems that
the Trident Demon appearing other demons in that area is scripted, as ThisTroper had the same experience in Death Shudder. It's either that, or the large amount of EliteMooks you face means that statistically, you're bound to get a Trident Demon, especially on [[HarderThanHard Level Die.]]
** Rather, it * would* be Nintendo hard... if you DIDN'T use the Shaolin Blast roulette which pretty much kills ALL those enemies in one shot. Having a strategy helps.
game.
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\n* God of War 2. Protect the Translator, full stop. It basically involves [[EscortMission carrying around]] the ultimate SquishyWizard on your back and trying to protect him from the game's most frustrating DemonicSpiders, the Satyrs and the Minotaur Priests, enemies you would be lucky enough to survive against yourself! It's only moderately difficult on some of the more human difficulty levels, but on Titan, it can be seemingly impossible. If you haven't upgraded ''just right'' up until this point (usually by [[LevelGrinding exploiting infinite respawn and / or magic areas for experience orbs]]), you could be stuck in an {{Unwinnable}} situation. To add insult to injury, ''you can totally see the final boss lair from the balcony!!!'' At least when / if you ever get past this part, you immediately get to [[VideoGameCrueltyPotential smash the fragile little bastard's face into a book]] to [[CatharsisFactor vent your frustrations]].

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*** Clearly a case of YourMileageMayVary... for this troper, the Lady Cai Wenji missions were annoying but not insanely difficult, but escorting those goddamn villagers was a nightmare (even with Red Hare).
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*** ...which is reliant on having three Roulette Orbs. The game only gives you two when you die and continue, and the odds of getting one in one of the jars? ''Really'' against you. And if you're lucky enough to get three in the previous level, you probably had to use one or two against Dr. Ion Rebuilt. So good luck ''getting'' to use Shaolin Blast.

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