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* The Elaine Ruins in Alisha's DLC qualify for sure. The dungeon has absolutely terrifying enemies to fight: tougher then 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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* Any enemy that can use Seraphic Artes is a DemonicSpider. As such, the Pilzerback Wetland, where every single enemy uses them, is one of the most frustrating areas to navigate.
* The Elaine Ruins in Alisha's DLC qualify for sure. The dungeon has absolutely terrifying enemies to fight: tougher then 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.


* [[ShiftingSandLand The Sands of Kogorh]] is a sprawling, wide-open desert area where the main gimmick is that your water gauge gradually depletes as you wander around, and the only way to replenish it is to use the Sorcerer's Ring on nearby cacti. Because of this, you can't afford to get into too many battles here, as your water gauge will continue to deplete even in battle. If your water gauge becomes empty, then your party members will gradually lose HP overtime until your HP hits 1. By then, a single encounter with an enemy could spell a game over. It's very easy to get lost in due to how wide open the area is with barely any discernible landmarks to help keep track of your bearings, and the cacti don't respawn when used, meaning you'll have to manage your water resources wisely. Not to mention that if you're going out of your way to find all treasure chests, they're really spaced out between each other and some are really well hidden. Thankfully, once you pass through this area once, it becomes optional on the world map.

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* [[ShiftingSandLand The Sands of Kogorh]] is a sprawling, wide-open desert area where the main gimmick is that your water gauge gradually depletes as you wander around, and the only way to replenish it is to use the Sorcerer's Ring on nearby cacti. Because of this, you can't afford to get into too many battles here, as your water gauge will continue to deplete even in battle. If your water gauge becomes empty, then your party members will gradually lose HP overtime until your their HP hits 1. By then, a single encounter with an enemy could spell a game over. It's very easy to get lost in due to how wide open the area is with barely any discernible landmarks to help keep track of your bearings, and the cacti don't respawn when used, meaning you'll have to manage your water resources wisely. Not to mention that if you're going out of your way to find all treasure chests, they're really spaced out between each other and some are really well hidden. Thankfully, once you pass through this area once, it becomes optional on the world map.


* [[ShiftingSandLand The Sands of Kogorh]] is a sprawling, wide-open desert area where the main gimmick is that your water gauge gradually depletes as you wander around, and the only way to replenish it is to use the Sorcerer's Ring on nearby cacti. Because of this, you can't afford to get into too many battles here, as the water gauge will continue to deplete even in battle. If your water gauge becomes empty, then your party members will gradually lose HP overtime until your HP hits 1. By then, a single encounter with an enemy could spell a game over. It's very easy to get lost in due to how wide open the area is with barely any discernible landmarks to help keep track of your bearings, and the cacti don't respawn when used, meaning you'll have to manage your water resources wisely. Not to mention that if you're going out of your way to find all treasure chests, they're really spaced out between each other and some are really well hidden. Thankfully, once you pass through this area once, it becomes optional on the world map.

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* [[ShiftingSandLand The Sands of Kogorh]] is a sprawling, wide-open desert area where the main gimmick is that your water gauge gradually depletes as you wander around, and the only way to replenish it is to use the Sorcerer's Ring on nearby cacti. Because of this, you can't afford to get into too many battles here, as the your water gauge will continue to deplete even in battle. If your water gauge becomes empty, then your party members will gradually lose HP overtime until your HP hits 1. By then, a single encounter with an enemy could spell a game over. It's very easy to get lost in due to how wide open the area is with barely any discernible landmarks to help keep track of your bearings, and the cacti don't respawn when used, meaning you'll have to manage your water resources wisely. Not to mention that if you're going out of your way to find all treasure chests, they're really spaced out between each other and some are really well hidden. Thankfully, once you pass through this area once, it becomes optional on the world map.

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* [[ShiftingSandLand The Sands of Kogorh]] is a sprawling, wide-open desert area where the main gimmick is that your water gauge gradually depletes as you wander around, and the only way to replenish it is to use the Sorcerer's Ring on nearby cacti. Because of this, you can't afford to get into too many battles here, as the water gauge will continue to deplete even in battle. If your water gauge becomes empty, then your party members will gradually lose HP overtime until your HP hits 1. By then, a single encounter with an enemy could spell a game over. It's very easy to get lost in due to how wide open the area is with barely any discernible landmarks to help keep track of your bearings, and the cacti don't respawn when used, meaning you'll have to manage your water resources wisely. Not to mention that if you're going out of your way to find all treasure chests, they're really spaced out between each other and some are really well hidden. Thankfully, once you pass through this area once, it becomes optional on the world map.

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* Caer Bocram is not a truly hard area in hindsight, but on a first playthrough, the area is tedious and frustrating to explore. The main reason being is that to progress, you need to find three journal pages that give a hint to the password needed to open the vault door located in the main building. You need to use a blastia device that acts as something of an elevator to explore higher levels of the city, but going between the different levels, trying to find the notes is very tedious since the pathways are cramped meaning enemies are very hard to avoid. Not helping is that the password itself can be very difficult to figure out since you need to figure out what each word is supposed to mean in relation to each other. The boss at the end is a decent spike in difficulty for that point as well.


* [[BonusDungeon Niflheim]], a 15 Floor long dungeon that results in a Game Over if your Soulfire runs out. Which it does with every step and you lose 10 of it at once, whenever you use the Sorcerer Ring. You can, and must, increase your Soulfire by lightning up candles on the floors, which thankfully can give good items or heal you. And the worst part is, if you don't have at least 1.500 Soulfire before reaching the warp to the last level, you are sent back ''several levels'', to collect more. That isn't into getting how it's random which floor has what effect [[note]]Blue floor color means you need to build the bridges between platforms yourself, until you find the warp to the next floor. Green that the bridges are pre-built and red means you need to fight every enemy, before the warp appears.[[/note]] or how the floors themselves are randomly generated 3x3 areas. The 10th and 15th Floor have some damn difficult bonus bosses to battle and the only way to leave the dungeon, outside from a random chance of a green-flamed candle giving you the option, is to complete the dungeon.
** The UpdatedRerelease increased Nifleheim's floors from 15 to 20 and now ''every'' fifth floor has a boss on them. The 10th floor now houses the three Desian Generals you have to fight at once and the 20th floor includes the ''actual'' final bosses of this area: the Trio of Heroes [[spoiler: Mithos, Yuan and Kratos]] whom you have to fight with only ''three'' party members.



* If you thought Nifleheim was bad, look no fruther than ''Gladsheim'', the BonusDungeon of this game. Each floor is 8x8 squares large that ''randomly'' interconnect to each other, is filled with mostly easy enemies and you cannot proceed to the next floor, until you manage to fight the four enemies that are located on four circles. And that's 10 floors worth of that. And the only reason why someone would do this - to obtain Martha's [[InfinityPlusOneSword Kismet]] - has a mere 5% chance of being dropped by the boss. And the last save point prior to the boss is a few floors down, so you need to redo those floors, if you didn't get it dropped at first. [[SarcasmMode Thanks, Namco]].


** Milla's route has her as your ''only'' party member. She has ''no'' healing abilities of her own and she encounters the same enemies as the other group, with noone to back her up. She is also far more limited in where she can go, which fortunately makes things shorter.

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** Milla's route has her as your ''only'' party member. She has ''no'' healing abilities of her own and she encounters the same enemies as the other group, with noone no one to back her up. She is also far more limited in where she can go, which fortunately makes things shorter.

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[[folder:Tales of Zestiria]]
!!VideoGame/TalesOfZestiria
* The Water Shrine Lefay. The gimmick of the dungeon is that you have to use Mikleo's invisibility ability to sneak past several eyes on the walls. If you get seen, you'll be taken right back to the start of the dungeon. While thankfully there are some teleports, you'll often find yourself walking into a room and get seen right away without knowing it. The first couple floors will helpfully point out the tiles which will teleport you, but on the upper two floors you will get no such aid. While the dungeon itself doesn't have a tough boss or tough enemies, it can be confusing to navigate, which means battle after battle while still trying to watch out for the eyes. It gets annoying and tedious quickly. The biggest kicker is at the end, a teleport will land you a couple of tiles before the final door... [[KaizoTrap and there's an eye watching one of the tiles in between.]]
* The Elaine Ruins in Alisha's DLC qualify for sure. The dungeon has absolutely terrifying enemies to fight: tougher then 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.
[[/folder]]


* The Bathus Citadel and Research Center [[spoiler: on Fodra]]. The former is a ''huge'' size and has obnoxious sliding puzzles to proceed. And the latter involves battery puzzles, that force you to backtrack through tight corridors full of enemies.

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* The Bathus Citadel and Research Center [[spoiler: on [[spoiler:on Fodra]]. The former is a ''huge'' size and has obnoxious sliding puzzles to proceed. And the latter involves battery puzzles, that force you to backtrack through tight corridors full of enemies.enemies.
* World's Eye is filled with difficult enemies, is an absolute ''nightmare'' to navigate and ends ends with two back-to-back boss fights, one of them listed above under ThatOneBoss.

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* The Earth temple requires that you gave an [=NPC=] in an entirely different dungeon a potion just to get into the temple itself. Beyond that, you need [[FetchQuest a few other things that aren't found in the dungeon]] before the gnomes will let you pass. Granted, the game outright tells you where to find the items you need, but the fact you may end up wandering all over Tethe'alla before getting any substantial meat out of the dungeon makes ii incredibly annoying.


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* The Ice Temple and Welgaia are no cakewalk if you don't like sliding puzzles. Plus in the Ice Temple you're required to fight certain opponents so you can get the Penguinist Gloves, which you need to be able to pick Celsius' Tear.



!! VideoGame/TalesOfPhantasia

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\n!! VideoGame/TalesOfPhantasia\n[[foldercontrol]]

[[folder:Tales of Phantasia]]
!!VideoGame/TalesOfPhantasia




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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.
[[/folder]]

[[folder:Tales of Destiny (and its sequel)]]




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!! VideoGame/TalesOfSymphonia

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\n!! VideoGame/TalesOfSymphonia\n[[/folder]]

[[folder:Tales of Symphonia (and its sequel)]]
!!VideoGame/TalesOfSymphonia




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!! VideoGame/TalesOfTheAbyss

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\n!! VideoGame/TalesOfTheAbyss\n[[/folder]]

[[folder:Tales of Legendia]]
!!VideoGame/TalesOfLegendia
* The Forest of No Return and the Mirage Palace. You'll be glad that Moses allows you to skip the Forest of No Return and Will can make you skip puzzles in the Mirage Palace. But they are ''repeated''. The Forest Of No Return must be forded through a second time. Thankfully, the Mirage Palace can be gotten through by mistake.
* The Waterway. It's [[MarathonLevel painfully long]] for [[EarlyGameHell the point in the game at which you're expected to clear it the first time]], and the enemies aren't that fun to fight. The repeated environments also make it easy to get lost in. You eventually have to do it all again in the Character Quests, and it's just as tedious as before.
[[/folder]]

[[folder:Tales of the Abyss]]
!!VideoGame/TalesOfTheAbyss




!! VideoGame/TalesOfLegendia

* The Forest of No Return and the Mirage Palace. You'll be glad that Moses allows you to skip the Forest of No Return and Will can make you skip puzzles in the Mirage Palace. But they are ''repeated''. The Forest Of No Return must be forded through a second time. Thankfully, the Mirage Palace can be gotten through by mistake.
* The Waterway. It's [[MarathonLevel painfully long]] for [[EarlyGameHell the point in the game at which you're expected to clear it the first time]], and the enemies aren't that fun to fight. The repeated environments also make it easy to get lost in. You eventually have to do it all again in the Character Quests, and it's just as tedious as before.

!! VideoGame/TalesOfVesperia

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\n!! VideoGame/TalesOfLegendia\n\n* The Forest [[/folder]]

[[folder:Tales
of No Return and the Mirage Palace. You'll be glad that Moses allows you to skip the Forest of No Return and Will can make you skip puzzles in the Mirage Palace. But they are ''repeated''. The Forest Of No Return must be forded through a second time. Thankfully, the Mirage Palace can be gotten through by mistake.
* The Waterway. It's [[MarathonLevel painfully long]] for [[EarlyGameHell the point in the game at which you're expected to clear it the first time]], and the enemies aren't that fun to fight. The repeated environments also make it easy to get lost in. You eventually have to do it all again in the Character Quests, and it's just as tedious as before.

!! VideoGame/TalesOfVesperia
Vesperia]]
!!VideoGame/TalesOfVesperia




!! VideoGame/TalesOfGraces

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\n!! VideoGame/TalesOfGraces\n[[/folder]]

[[folder:Tales of Graces]]
!!VideoGame/TalesOfGraces




!! VideoGame/TalesOfXillia

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\n!! VideoGame/TalesOfXillia\n[[/folder]]

[[folder:Tales of Xillia (and its sequel)]]
!!VideoGame/TalesOfXillia




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* The [[VeryDefiniteFinalDungeon Land of Canaan]] is not a long area, but is very dark and makes it difficult to see where you are going. There are also certain blocks that will disappear if you get too close, forcing the player to backtrack and find another path in this maze puzzle. And your walkways are very narrow, so it can be difficult to avoid battles. Said battles aren't tough, but annoying because one merely wants to get ''through'' this place already!

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* The [[VeryDefiniteFinalDungeon Land of Canaan]] is not a long area, but is very dark and makes it difficult to see where you are going. There are also certain blocks that will disappear if you get too close, forcing the player to backtrack and find another path in this maze puzzle. And your walkways are very narrow, so it can be difficult to avoid battles. Said battles aren't tough, but annoying because one merely wants to get ''through'' this place already!already!
[[/folder]]
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* The Forest Of No Return and the Mirage Palace. You'll be glad that Moses allows you to skip the Forest Of No Return and Will can make you skip puzzles in the Mirage Palace. But they are ''repeated''. The Forest Of No Return must be forded through a second time. Thankfully, the Mirage Palace can be gotten through by mistake.

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* The Forest Of of No Return and the Mirage Palace. You'll be glad that Moses allows you to skip the Forest Of of No Return and Will can make you skip puzzles in the Mirage Palace. But they are ''repeated''. The Forest Of No Return must be forded through a second time. Thankfully, the Mirage Palace can be gotten through by mistake.
* The Waterway. It's [[MarathonLevel painfully long]] for [[EarlyGameHell the point in the game at which you're expected to clear it the first time]], and the enemies aren't that fun to fight. The repeated environments also make it easy to get lost in. You eventually have to do it all again in the Character Quests, and it's just as tedious as before.


* The Meltokyo Sewers. Bad, repetitive background music plays throughout this area and you need to do annoying sliding block puzzles into specific places to proceed.
* The Temple of Lightning for having overly dark rooms you need to traverse, where it's easy to get off the path and, unless you button mash, get to fall back to the main room and start all over. There's a lot of backtracking in this area as well, as you need to keep changing where the lightning hits which lightning rod.

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* The Meltokyo Meltokio Sewers. Bad, repetitive background music plays throughout this area area, and you need to do annoying sliding block puzzles into specific places to proceed.
proceed. On top of that, there's a shrinking/growing mechanic that you have to use to get into the right spots to push the blocks. Frequently, the block sliding puzzles won't be so much difficult as time-consuming, making them even more annoying.
* The Temple of Lightning for having overly dark rooms you need to traverse, where it's easy to get off the path and, unless you button mash, get to fall back to the main room and start all over. There's a lot of backtracking in this area as well, as you need to keep changing where the lightning hits which lightning rod. Fortunately, it wasn't too hard to navigate the dark areas in the Gamecube version... but on the [=PS2=] and Wii remakes, it's so dark that it's almost pitch black.


* Cloudius in the PS2 remake was reimagined into a veritable maze. Many Japanese players initially took hours struggling to find their way through it and gave up out of frustration.

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* Cloudius in the PS2 [=PS2=] remake was reimagined into a veritable maze. Many Japanese players initially took hours struggling to find their way through it and gave up out of frustration.


* The [[MostDefinitelyFinalDungeon God's Egg]] has a thin rail puzzle that requires some pixel perfect accuracy in walking across them. If you fall off the rail, not only do you have to start the whole thing over, you take fall damage and are required to fight a [[DemonicSpiders respawning enemy]] camped in front of the teleporter required to restart the puzzle. Much frustration is to be had here.

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* The [[MostDefinitelyFinalDungeon [[VeryDefinitelyFinalDungeon God's Egg]] has a thin rail puzzle that requires some pixel perfect accuracy in walking across them. If you fall off the rail, not only do you have to start the whole thing over, you take fall damage and are required to fight a [[DemonicSpiders respawning enemy]] camped in front of the teleporter required to restart the puzzle. Much frustration is to be had here.

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