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Trope was cut/disambiguated due to cleanup


* The Isle of Feres is structured like a DungeonTown and its similar-looking buildings make it very easy to get lost, something the party comments on in a skit. It also features frequent "trap rooms" that lock you in until you kill all the enemies inside, some of which are required to progress. There isn't even a climactic boss fight at the end of it, (unless you count the final [[BonusBoss Sword Dancer]] encounter), giving the long slog no real payoff.

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* The Isle of Feres is structured like a DungeonTown and its similar-looking buildings make it very easy to get lost, something the party comments on in a skit. It also features frequent "trap rooms" that lock you in until you kill all the enemies inside, some of which are required to progress. There isn't even a climactic boss fight at the end of it, (unless you count the final [[BonusBoss [[{{Superboss}} Sword Dancer]] encounter), giving the long slog no real payoff.
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* The Balacruf Mausoleum is quite the MarathonLevel. The fact that there are fairly frequent encounters is the least of your worries here, since this dungeon is an early endurance test. You've got to get through the aforesaid large amount of encounters, use the Sorcerer's Ring to solve some complicated wind puzzles, defeat a boss, make your way back through the dungeon with the encounters all reset, then defeat another boss, all without saving. Die at any point during this sequence, and you've got to start all over again. You can also miss out on some hidden treasure if you spin the final puzzle's windmills in the wrong order. But even if you know exactly what you're doing, it's still going to take a while.
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let's maybe not use that particular comparison


* The Temple of Darkness is overall very easy to get through, the problem is that Shadow has been separated into five blobs who [[ArtificialStupidity spaz around like they have ADD]] instead of properly following you. Getting those buggers to follow you is bad enough, but you need to make sure none of them get stuck anywhere or you'll need to backtrack.

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* The Temple of Darkness is overall very easy to get through, the problem is that Shadow has been separated into five blobs who [[ArtificialStupidity spaz have a tendency to randomly scurry around like they have ADD]] headless chickens]] instead of properly following you. Getting those buggers to follow you is bad enough, but you need to make sure none of them get stuck anywhere or you'll need to backtrack.
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* Terrazzi Castle can be a real pain if you don't know the solution to the [[spoiler: Zodiac Puzzle]]. It's also impossible to know where to even ''start'' the puzzle unless you get a hint from a guard, and even with the hint players can get very confused. [[spoiler: Since the word 'goat' probably isn't a very useful hint at all.]]

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* Terrazzi Castle can be a real pain if you don't know the solution to the [[spoiler: Zodiac Puzzle]]. It's also impossible to know where to even ''start'' the puzzle unless you get a hint from a guard, and even with the hint players can get very confused. [[spoiler: Since the word 'goat' probably isn't a very is only useful hint at all.if you already know the puzzle is referring to the zodiac.]]
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* Treant Forest, because it's a maze with most screens looking identical and the hint of following the bush babies is not all that helpful. Also, there's a high encounter rate for battles where you're deprived of Arche, an extremely helpful magical, flying character. Worst part is, you need to go through this area ''twice''.

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* Treant Forest, because it's a maze with most screens looking identical and the hint of following the bush babies is not all that helpful. It's even worse if you're a completionist who wants to find all the chests as it's a very large map. Also, there's a high encounter rate for battles where you're deprived of Arche, an extremely helpful magical, flying character. Worst part is, you need to go through this area ''twice''.
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* Treant Forest, because it's a maze and the hint of following the bush babies is not all that helpful. Worst part is, you need to go through this area ''twice''.

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* Treant Forest, because it's a maze with most screens looking identical and the hint of following the bush babies is not all that helpful.helpful. Also, there's a high encounter rate for battles where you're deprived of Arche, an extremely helpful magical, flying character. Worst part is, you need to go through this area ''twice''.
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Dhaos' Castle in the past, a long, sprawling dungeon full of {{Demonic Spider}}s. If you didn't already hate golems, you definitely will afterwards.

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* Dhaos' Castle in the past, a long, sprawling dungeon full of {{Demonic Spider}}s. If you didn't already hate golems, you definitely will afterwards.
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* The Elaine Ruins in Alisha's DLC qualify for sure. The dungeon has absolutely terrifying enemies to fight: tougher than Hexen Island monsters, and many of them group up and deal insane damage! With no Sorey, it means Rose is your only character capable of Armatizing, meaning she is the only one capable of dealing enough damage to clear enemy waves. Making it worse, most enemies resist Fire and Earth, and you don't get Zaveid until almost halfway through (and don't get Mikleo in your party at all). Considering most dungeons in the game are around three floors that all circle through each other, it's a big change of pace when the game throws you into one with over ten floors. Adding to the mess is the number of bosses. There are three boss battles, all three involve fighting two different enemies, and almost all of them resist fire and earth. Making the dungeon more annoying is how some sections require you to go to smaller sections to retrieve items or find other ways to move forward. The only good thing about the dungeon, the music, can get repetitive if you decide to use Holy Bottles to just skip the enemies.

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* The Elaine Ruins in Alisha's DLC qualify for sure. The dungeon has absolutely terrifying enemies to fight: tougher than specifically the ones from Hexen Island monsters, Isle and the Calix subdungeons, and many of them group up and deal insane damage! With no Sorey, it means Rose is your only character capable of Armatizing, meaning she is the only one capable of dealing enough damage to clear enemy waves. Making it worse, most enemies resist Fire and Earth, and you don't get Zaveid until almost halfway through (and don't get Mikleo in your party at all). For those who have yet to grind enough to match Calix-tier enemies, this situation could be too much to handle. Considering most dungeons in the game are around three floors that all circle through each other, it's a big change of pace when the game throws you into one with over ten floors. Adding to the mess is the number of bosses. There are three boss battles, all three involve fighting two different enemies, and almost all of them resist fire and earth. Making the dungeon more annoying is how some sections require you to go to smaller sections to retrieve items or find other ways to move forward. The only good thing about the dungeon, the music, can get repetitive if you decide to use Holy Bottles to just skip the enemies.

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