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** And those chapters actually pale in comparison to Chapter 24x. The whole chapter consists of a never ending swarm of berserkers with ridiculous [[CriticalHit crit rates]] and the mentioned Dark Mages with the stupid Poison-inflicting tomes.
*** If that weren't bad enough, the map is full of invisible trap tiles that warp any unit unlucky enough to cross it to an ''inescapable room full of said enemies'' and the only way to get them out is to use a Rescue Staff to bring them to the staff's user... The problem is that particular staff only has three charges and there only 2-3 of them in the entire game, and you've likely used them up at this point and/or are saving them for the final chapter. And to make things worse, this is an escape chapter meaning your troops has to make it to the exit and leave before your Lord can, otherwise any units left behind will automatically be captured. And since 24x is AFTER the chapter you are able to break your captured units out of prison (Chpt 21x), anyone abandoned/captured here will be considered [[FinalDeath DEAD]] at this point.
** Even getting access to the chapter is a pain, due to the sheer amount of luck involved. In the previous chapter, you have to rescue children being pursued by those Dark Mages and carry the right child to a door who will unlock it, revealing a room with a chest that has the item required to unlock Chapter 24x, the problem with this task is that carrying another unit(even a child) cuts the unit's stats in half making attacking enemies very risky, the child who can unlock that door is totally random, this chapter is ''full'' of chapter-lasting StandardStatusEffects, and the children are far away from that room and you have to fight those Dark Mages for them. If one of them captures/kills the child you need, you are ''screwed''.
*** And going thru all this trouble gets you a few useless (at this point) items and the now crappy [[JeiganCharacter Jeigan you lost earlier]]. Which means the only reason to even go there is if the player is doing a [[SelfImposedChallenge AAA or SSS Ranked Game]].
** As one user on [=GameFAQs=] puts it: [[http://www.gamefaqs.com/boards/577344-fire-emblem-thracia-776/58428050/658107494 "People skip Ch 24x not just because it's not worth it; they skip it mostly for the]] ''[[http://www.gamefaqs.com/boards/577344-fire-emblem-thracia-776/58428050/658107494 sake of their own sanity."]]''



* Chapter 2 in ''FireEmblem: Seisen no Keifu'' can give you a lot of headaches. Namely, the condition of keeping those three NPC knights alive if you want the Knight Ring (it lets foot units move again after attacking, VERY useful for dancers!). And no, you can't get it again in the second half. A close second is the final part of the last chapter in which you not only have to withstand a barrage of enemies, a powerful boss with a Holy Weapon and three Falcon Knights with Awareness and the Critical Skill but you also have to hurry over to Velthomer to take out Manfloy so you can get Yuria back on your side!

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* Chapter 2 in ''FireEmblem: Seisen no Keifu'' can give you a lot of headaches. Namely, the condition of keeping those three NPC knights alive if you want the Knight Ring (it lets foot units move again after attacking, VERY useful for dancers!). And no, you can't get it again in the second half. A close second is the final part of the last chapter in which you not only have to withstand a barrage of enemies, a powerful boss with a Holy Weapon and three Falcon Knights with Awareness and the Critical Skill but you also have to hurry over to Velthomer to take out Manfloy so you can get Yuria Julia back on your side!



*** To reiterate, the final boss has an (un)holy weapon that not only jacks his stats, but ''halves the damage of any attack used against him'', '''before applying it to his defence stats'''. In other words, even your most powerful units will be lucky to do more than sneeze on him. The only way to negate this is with the holy light tome Narga, which can only be wielded by, you guessed it, Julia. Oh, and he has a long-range tome that lets him snipe your units from afar to boot, making even ''approaching'' him a risky proposition. So you need to hurry and kill Manfloy, while avoiding killing Julia, hurry Celice back across the fucking map to snap her out of, schlep Julia ''right back across the map'' to get the tome, and then try to ''get'' to Julius without him sniping off your weaker units. [[SarcasmMode Fun!]]
*** It's rather easy once you figure out how to handle Yuria- she will always try to reach Celice and otherwise, unless she can opportunistically 1 shot someone, will ignore your other units, the catch is not killing her- so if you leave Celice's weapons in Storage and move him into the nearby forest, he can easily tank her with his massive HP pool and extremely high RES (you did use [[TheScrappy Diadora]] right?) while your other units assassinate Manfroy.

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*** To reiterate, the final boss has an (un)holy weapon that not only jacks his stats, but ''halves the damage of any attack used against power of anyone attacking him'', and that's '''before applying it to his defence stats'''.the boss's defense is even factored'''. In other words, even your most powerful units will be lucky to do more than sneeze on him. The only way to negate this is with the holy light tome Narga, which can only be wielded by, you guessed it, Julia. Oh, and he has a long-range tome that lets him snipe your units from afar to boot, making even ''approaching'' him a risky proposition. So you need to hurry and kill Manfloy, while avoiding killing Julia, hurry Celice back across the fucking map to snap her out of, schlep Julia ''right back across the map'' to get the tome, and then try to ''get'' to Julius without him sniping off your weaker units. [[SarcasmMode Fun!]]
*** It's rather easy once you figure out how to handle Yuria- Julia- she will always try to reach Celice and otherwise, unless she can opportunistically 1 shot someone, will ignore your other units, the catch is not killing her- so if you leave Celice's weapons in Storage and move him into the nearby forest, he can easily tank her with his massive HP pool and extremely high RES (you did use [[TheScrappy Diadora]] right?) while your other units assassinate Manfroy.Manfloy.
*** An even better tactic is to send only Celice and Aless with their legendary swords equipped and drag Julia to Manfloy and kill him, making sure to always stay in Julia's attack range. As long as she can target either of them, she will always chase them and not the rest of your army, even better in that she will always attack outside of their range, effectively negating the risk of killing her from counterattacking. And with their swords providing enough resistance the two can easily take out Manfloy while shrugging off her attacks. This allows you to kill Manfloy, quickly re-recruit Julia, AND then have her quickly enter Velthomer for Narga all in one fell swoop.
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*** Not helping ''at all'' is the enemy outnumbering you a lot more than in the previous levels and being spread out all over; if anyone but Seth goes out on their own (like your pegasus knight trying to get the civilians out of spider range...) they WILL get ganged up on and most likely die. This level is one of the best arguments the "It's OK to use Seth" camp has in its arsenal early on.


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** Some people consider "A Hero's Farewell" more of a BestLevelEver, but just about ''EVERYONE'' hates "Lin's Gambit", a FogOfWar TimedMission where Greyfield's units make advancing quickly extremely frustrating. To top it off, if you're not good with naval combat, you're not going to do well in this mission. At all.
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** Even worse, there are two treasure rooms, each one holding absolutely ''fabulous'' treasure (one has a consumable item that permanently increases a unit's movement range by one, and another is an equippable item that removes a flying unit's crippling arrow weakness). However, the enemy starts much closer to those treasure rooms, and deploys their own thieves to steal the treasure for themselves. So, in addition to needing to defend all three NPCs, you also have to fight ''flawlessly'' in order to get to the thieves (who ''will'' have stolen the treasures before you get there) and kill them to get the treasures before they escape off the map.

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** Even worse, there are two treasure rooms, each one holding absolutely ''fabulous'' treasure (one has a consumable item that permanently increases a unit's movement range by one, and another is an equippable item that removes a flying unit's crippling arrow weakness). However, the enemy starts much closer to those treasure rooms, and deploys their own thieves to steal the treasure for themselves. So, in addition to needing to defend all three NPCs, [=NPCs=], you also have to fight ''flawlessly'' in order to get to the thieves (who ''will'' have stolen the treasures before you get there) and kill them to get the treasures before they escape off the map.



** The game throws an early ThatOneLevel very early on at the Adlas Plains when Eirika is still the default main character. Before the level starts, the level boss decides to taunt Eirika by teleporting three random, defenseless civilians into the map, and putting them right near a den of [[DemonicSpider giant spiders]], which turns it into a TimedMission as letting all of the civilians die leads to a NonstandardGameOver. Between the NPCs and the spiders is a fairly strong force of Grado soldiers(which can inflict some very painful damage on your still-squishy units). And the whole thing is covered by FogOfWar. It's basically a combination of almost every single ScrappyMechanic in the series.

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** The game throws an early ThatOneLevel very early on at the Adlas Plains when Eirika is still the default main character. Before the level starts, the level boss decides to taunt Eirika by teleporting three random, defenseless civilians into the map, and putting them right near a den of [[DemonicSpider giant spiders]], which turns it into a TimedMission as letting all of the civilians die leads to a NonstandardGameOver. Between the NPCs [=NPCs=] and the spiders is a fairly strong force of Grado soldiers(which can inflict some very painful damage on your still-squishy units). And the whole thing is covered by FogOfWar. It's basically a combination of almost every single ScrappyMechanic in the series.

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*** Heck, ''all'' of Ephraim's route. In between the aforementioned "Phantom Ship" and "Fluorspar's Oath" is "Landing at Taizel", a giant level which you get thrust into immediately after "Phantom Ship" (no chance to level-grind) and has enemies all over the place. Also, in order to recruit Marisa, you have to use the newly-recruited Ewan, who has a movement range of 4 and gets owned in one hit by everything because he's a Trainee-class unit and a SquishyMage at that. The only way to properly make this recruitment is to lure her in with another unit, preferably unarmed because anything strong enough to stand up to her criticals would probably one-shot her due to her low HP. This requires careful planning to pick off any other enemies that are even remotely close.
**** And after those three, there's "Father and Son", which does hard the old-fashioned way: by being gigantic and filled with enemy reinforcements as well as chests that must be opened.
*** The game throws an early ThatOneLevel very early on at the Adlas Plains when Eirika is still the default main character. Before the level starts, the level boss decides to taunt Eirika by teleporting three random, defenseless civilians into the map, and putting them right near a den of [[DemonicSpider giant spiders]], which turns it into a TimedMission as letting all of the civilians die leads to a NonstandardGameOver. Between the NPCs and the spiders is a fairly strong force of Grado soldiers(which can inflict some very painful damage on your still-squishy units). And the whole thing is covered by FogOfWar. It's basically a combination of almost every single ScrappyMechanic in the series.

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*** ** Heck, ''all'' of Ephraim's route. In between the aforementioned "Phantom Ship" and "Fluorspar's Oath" is "Landing at Taizel", a giant level which you get thrust into immediately after "Phantom Ship" (no chance to level-grind) and has enemies all over the place. Also, in order to recruit Marisa, you have to use the newly-recruited Ewan, who has a movement range of 4 and gets owned in one hit by everything because he's a Trainee-class unit and a SquishyMage at that. The only way to properly make this recruitment is to lure her in with another unit, preferably unarmed because anything strong enough to stand up to her criticals would probably one-shot her due to her low HP. This requires careful planning to pick off any other enemies that are even remotely close.
**** *** And after those three, there's "Father and Son", which does hard the old-fashioned way: by being gigantic and filled with enemy reinforcements as well as chests that must be opened.
*** ** The game throws an early ThatOneLevel very early on at the Adlas Plains when Eirika is still the default main character. Before the level starts, the level boss decides to taunt Eirika by teleporting three random, defenseless civilians into the map, and putting them right near a den of [[DemonicSpider giant spiders]], which turns it into a TimedMission as letting all of the civilians die leads to a NonstandardGameOver. Between the NPCs and the spiders is a fairly strong force of Grado soldiers(which can inflict some very painful damage on your still-squishy units). And the whole thing is covered by FogOfWar. It's basically a combination of almost every single ScrappyMechanic in the series.series.
* And then there's Scorched Sand. Half of the level is made up of desert tiles, which make any non-flying mounted unit essentially useless and any armored unit even MORE so. And as for all other units, they get slowed down substantially, making the level just drag on for hours on end. Good thing this map offers obscenely good items to break up the monotony. Want to get them? [[GuideDangIt Better check the strategy guide!]] And at the end of it all, you face ThatOneBoss, who is way too likely to kill off even your best units. And there's actually two bosses. Which of them was meant when they were referred to as ThatOneBoss? Why, '''[[ItGotWorse both of them]]'''.
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** Theatre of Death: All enemies have a 300% boost in their stats. In order to reach the Geo Symbol (wich is promptly placed in the opposite corner of the arena), you'll need to do a chain throw to make one of your characters able to get rid of the symbol. The characters used for the chain throw will eat some serious damage and propably end their turn poisoned, asleep or paralyzed due to the enemies. There's a similar situation in the Hero's Tomb area, but it's just bigger, the boost is of 600% and to deal with the crystals you'll end up surrounded by enemies (and the boss), while your throwers WILL die before the second turn).

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** Theatre of Death: All enemies have a 300% boost in their stats. In order to reach the Geo Symbol (wich is promptly conveniently placed in the opposite corner of the arena), you'll need to do a chain throw to make one of your characters able to get rid of the symbol. The characters used for the chain throw will eat some serious damage and propably end their turn poisoned, asleep or paralyzed due to the enemies. There's a similar situation in the Hero's Tomb area, but it's just bigger, the boost is of 600% and to deal with the crystals you'll end up surrounded by enemies (and the boss), while your throwers WILL die before the second turn).

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** There's also "Siege of the Vladstad", which is a perfectly acceptable level right up until the end. And that's even ''if'' you realize [[spoiler:the Vladstag has a side entrance]].

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** There's also "Siege of the Vladstad", which is a perfectly acceptable level right up until the end. And that's even ''if'' you realize [[spoiler:the Vladstag has a side entrance]].\
** "Road to Xylvania" tops all of them. First of you have a Battlestation which unlike the sequel cannot turn to aim and thus you have to position yourself perfectly to beat the Pillboxes that will kill everything else in a heartbeat.On top of that the path is so curvy giving Heavy Tanks an advantage against the Battlestation. That's a just ridculuosly in itself,but then you have Gunships constantly after you mercilessly attacking anything in sight,and you only have 6 Missile Vets.You can spam the Y button all you want,they'll still get ya' down. Not to mention acid pits that are too easy to step into. At least Vladstag has assistance.
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*While we're on the topic of Disgaea, {{Disgaea 2}} - [[UpdatedRerelease Dark Hero Days]] has one particularly infuriating stage near the end of Axel Mode, once again due to Geo Symbol effects... Namely, a field that grows bigger and bigger with each round, meaning it will eventually cover the entire battle field. The effects it has on anyone standing on it? Invincibility. No lifting. '''[[GameOver GAME OVER]].''' The very instant someone steps on the field, '''YOU IMMEDIATELY LOSE'''. Oh, and did we mention that the enemies are programmed to move towards it? Hope you like LevelGrinding, 'cause the only way you're getting through this one is by making your ''entire'' team strong enough to kill all the enemies on the stage in one or two rounds. If you can't do that, you're basically doomed.
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*** This is even worse because there are two abilities that are LostForever if you do not do specific things during this fight.
**** Ultima can only be learned by Ramza, if he is a Squire, and it is cast on him by one of the assassins and he survives. Technically, it is possible to get it the first time the assassins, but the odds of the assassins casting Ultima at all (let alone ignoring Rafa and attacking Ramza) are basically non-existent, so you need to get it this fight. Even though the odds are much, much higher, it can still easily take numerous rounds for either to decide to cast Ultima, let alone use it on Ramza.
**** Samurai abilities require specific swords to be in your inventory before they can be used. Masamune (an AoE, instant, no MP, Regen and Haste buff) requires you get Masamune, which can only be acquired by stealing it from Elmdor. The Genji equipment is lost forever if you don't steal it, but if you don't steal Masamune an entire Samurai skill can never be used (you can learn it, you just wouldn't be able to use it).
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*** The game throws an early ThatOneLevel very early on at the Adlas Plains when Eirika is still the default main character. Before the level starts, the level boss decides to taunt Eirika by teleporting three random, defenseless civilians into the map, and putting them right near a den of [[DemonicSpider giant spiders]], which turns it into a TimedMission as letting all of the civilians die leads to a NonstandardGameOver. Between the NPCs and the spiders is a fairly strong force of Grado soldiers(which can inflict some very painful damage on your still-squishy units). And the whole thing is covered by FogOfWar. It's basically a combination of almost every single ScrappyMechanic in the series.
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** YMMV on the difficulty of the Independence War, but it is definitely boring. The game was designed to simulate developing an economy in a wilderness area; the military simulation is so crude that there is no real strategy or tactics involved in the war.
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*** To add an extra grain of salt into the wounds, in Hector's mode, the enemies sent to kill Jaffar all have Swordreavers (and some have Swordslayers, just for an extra "fuck you" to the gamer) which reverse the weapon triangle, putting Jaffar into a massive disadvantage at the beginning. Sometimes, you just have to restart because the game wanted him dead. Hope you got a flying unit/paladin at the ready!
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** Even worse, there are two treasure rooms, each one holding absolutely ''fabulous'' treasure (one has a consumable item that permanently increases a unit's movement range by one, and another is an equippable item that removes a flying unit's crippling arrow weakness). However, the enemy starts much closer to those treasure rooms, and deploys their own thieves to steal the treasure for themselves. So, in addition to needing to defend all three NPCs, you also have to fight ''flawlessly'' in order to get to the thieves (who ''will'' have stolen the treasures before you get there) and kill them to get the treasures before they escape off the map.
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* Front Mission 5 has a stage roughly in the middle of the game, where the objective is to defend four units at the center of the map, and the enemies keep coming in quite an amount of waves. To top it all off, it also has a two-phase boss fight thrown in at the same time, and the enemies that come as reinforcements have jetpacks, so they can instantly get to the structure you're at. Yes, you do need to destroy them. All of them. Fortunately, you are given a support unit and four base cannons for extra defense, though the cannons are rather fragile and have very limited ammo. And you only get a game over if all four units at the center are destroyed.
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*** The best part: if you go into the Tactics Room, instead of Lin, ''Forsythe himself'' tells you how to go about the mission. He's an AntiVillain, yes, but still... '''''the enemy CO takes pity on you!'''''

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Sorted the Days of Ruin levels together.


* The "Kanbei's Error?" mission of the original ''Advance Wars''. The normal Campaign version of it is quite easy, with the biggest challenge being ''if'' you're trying to unlock an optional series of missions that requires you to finish this mission and the two previous in a certain number of turns (and even that's not too hard). The Advance Campaign version, though, cranks the difficulty way, ''way'' up, making it borderline impossible to win without a day-by-day guide or ''lots'' of trial and error.
** Unless you have a grasp on the TacticalRockPaperScissors, any naval-based Drake mission can be really frustrating. And even some of the land ones; in "Captain Drake", Andy has to capture X amount of cities before Drake does. Except Drake has more units than you to start with. Oh, and he already has infantry on the center island. And you have to make infantry from factories. And you have only one lander and no way to make more. And Drake has a submarine. And...



*** Like so many other missions, getting an S rank here pretty much [[CharacterSelectForcing forces you to use Sami in conjunction with somebody else]]. The theory goes - get to [[strike:da choppa]] the airport, put an infantry unit in a transport copter, wait until you have a Tag Break, fly the copter to the HQ in the first person's turn, switch to Sami and use her Super CO Power to instantly capture the HQ. It's cheesy, but it works.



* The "Kanbei's Error?" mission of the original ''Advance Wars''. The normal Campaign version of it is quite easy, with the biggest challenge being ''if'' you're trying to unlock an optional series of missions that requires you to finish this mission and the two previous in a certain number of turns (and even that's not too hard). The Advance Campaign version, though, cranks the difficulty way, ''way'' up, making it borderline impossible to win without a day-by-day guide or ''lots'' of trial and error.
** Unless you have a grasp on the TacticalRockPaperScissors, any naval-based Drake mission can be really frustrating. And even some of the land ones; in "Captain Drake", Andy has to capture X amount of cities before Drake does. Except Drake has more units than you to start with. Oh, and he already has infantry on the center island. And you have to make infantry from factories. And you have only one lander and no way to make more. And Drake has a submarine. And...
* Metro Map in ''Days of Ruin''. The blue team not only starts with a property advantage, but get to work with a nasty forest clump that is even more bothersome to the player. It desperately needs a Day-To-Day guide, but the sole one available is for the high score that [[LuckBasedMission requires too much luck]], even with SaveScumming.

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* The "Kanbei's Error?" mission of the original ''Advance Wars''. The normal Campaign version of it is quite easy, with the biggest challenge being ''if'' you're trying to unlock an optional series of missions that requires you to finish this mission and the two previous in a certain number of turns (and even that's not too hard). The Advance Campaign version, though, cranks the difficulty way, ''way'' up, making it borderline impossible to win without a day-by-day guide or ''lots'' of trial and error.
** Unless you have a grasp on the TacticalRockPaperScissors, any naval-based Drake mission can be really frustrating. And even some of the land ones; in "Captain Drake", Andy has to capture X amount of cities before Drake does. Except Drake has more units than you to start with. Oh, and he already has infantry on the center island. And you have to make infantry from factories. And you have only one lander and no way to make more. And Drake has a submarine. And...
*
Metro Map in ''Days of Ruin''. The blue team not only starts with a property advantage, but get to work with a nasty forest clump that is even more bothersome to the player. It desperately needs a Day-To-Day guide, but the sole one available is for the high score that [[LuckBasedMission requires too much luck]], even with SaveScumming.SaveScumming.
** "A Hero's Farewell" in ''Days of Ruin''. The sea throws a Battleship ''and'' an Aircraft Carrier at you and the rough seas and lack of your own predeployed Battleship keeps you from doing much about either one quickly enough to avoid letting your Cruiser get shot, and if you don't kill the Battleship in one turn, your Submarine will inevitably get hit by the enemy Cruiser. The Aircraft Carrier, meanwhile, sends out Seaplanes. As for the land front, you're not going far quickly because of a terrain-covered Rocket Launcher, which allows Forsythe to build up.
** Before that, "Greyfield Strikes"... ''you''. Greyfield, in order to show who's in charge, randomly shuts down one of your units every third day. There's a fairly reliable day-by-day guide out there... but if Greyfield decides to call out any but one of ''three'' units, it falls apart.



* "A Hero's Farewell" in ''Days of Ruin''. The sea throws a Battleship ''and'' an Aircraft Carrier at you and the rough seas and lack of your own predeployed Battleship keeps you from doing much about either one quickly enough to avoid letting your Cruiser get shot, and if you don't kill the Battleship in one turn, your Submarine will inevitably get hit by the enemy Cruiser. The Aircraft Carrier, meanwhile, sends out Seaplanes. As for the land front, you're not going far quickly because of a terrain-covered Rocket Launcher, which allows Forsythe to build up.

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* SuperRobotWarsJ has the attack on Hell Island, which could end up spelling the end for you if you don't know what you're doing. You start the level facing several fairly powerful mooks and Zaied from FullMetalPanic. After beating him, Gauron shows up in the Venom (very dodgey, very accurate, lots of HP and equipped with a Lambda Driver, which more or less halves all damage inflicted upon him), along with more powerful mooks and a couple of [[GiantMook Giant Mooks]]. Then, after after defeating them, you're forced to take on Zeorymer's Ritsu and his Rose C'est la Vie of the Moon, who has a fair amount of HP and is capable of dishing out a decent amount of punshiment. ''Then,'' after defeating ''him'', the ''real'' final boss of the level, Baron Ashura, appears in his Mechabeast-ized form along with a group of even ''more'' powerful mooks, but before fighting ''him'', you'll ALSO have to fight and destroy a possessed Diana A TWICE (which ITSELF has an inordinate amount of health points BOTH times). But of course, just fighting Baron Ashura himself isn't enough because, after ''ALL'' of that, he still regenerates all of his HP after you've defeated him, forcing you to fight and kill him ''AGAIN'' before the level is finally over. Sheesh. The only saving grace that keeps this level from being an absolute nightmare to slug through from beginning to end is that you get to see Mazinkaiser recieve its final upgrade during a mid-game event. In conclusion, this level (and SRW J as a whole, for that matter) isn't hard, per se, but rather is incredibly ''long'' due to the sheer abundance of high-powered bosses, which puts you in danger of consuming all of your resources prior to the FINAL, final confrontation due to a lack of foresight.
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*** You may be thinking of 3-5, where you start in the trees. This is actually a pretty easy level, you just have to know ''when'' to attack (ie when Ash DOESN'T tell everyone to wait). This gives enough time to down the drawbridge, run up to the box and block the escape route, leading the enemies to have to run back right through your party. If done this way, the level is an XP goldmine. However, 2-4 really IS one of the most annoying levels. Having to push your party through gauntlets of infantry whilst being shot by bow-and-arrow-armed imps perched out of reach, before using a deathly slow see-saw lift to try to get up to their level... it will cause grinding of teeth when you see yet another imp scurry over and snipe down anyone left in the open.
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** Also in the follow-up Civilization IV: Colonization. The problem is that at a fixed point in the game, the King of England will begin amassing an invading army, and the larger and more successful your economy, the larger that inevitable invading force will be. The counterintuitive secret to winning is to deliberately cripple your economy and trick the computer into sending a smaller invading force that you actually have a decent chance of beating. Which is stupid because the whole pre-invasion half of the game is essentially an economic and nation building sim.
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** "Bonga Bugle - Blackfrost." You have to survey people and find out what the most popular resolution was. Problem here is that some people either give more than one or give one that could have more than one meaning. Of course you have to restart the mission all over again if you get the answer wrong. However, doing this mission multiple times ''changes the top resolution'', so not even SaveScumming will work here! While the Head Editor does give a slight hint at what the answer will be, everything is vague here. What also makes this annoying is that there are TONS of NPCs on the field to talk to, including a few on the rooftops for some odd reason so unless you have a high move or jump stat, have Fairy Shoes or Galmia Shoes, or have a Gria unit, you might not be able to reach the highest NPCs. And you can't forget talking to people behind their doors either. Since all the units on the field are considered guests, you'll waste time watching them do nothing.

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** "Bonga Bugle - Blackfrost." You have to survey people and find out what the most popular resolution was. Problem here is that some people either give more than one or give one that could have more than one meaning. Of course you have to restart the mission all over again if you get the answer wrong. However, doing this mission multiple times ''changes the top resolution'', so not even SaveScumming will work here! While the Head Editor does give a slight hint at what the answer will be, everything is vague here. What also makes this annoying is that there are TONS of NPCs [=NPCs=] on the field to talk to, including a few on the rooftops for some odd reason so unless you have a high move or jump stat, have Fairy Shoes or Galmia Shoes, or have a Gria unit, you might not be able to reach the highest NPCs.[=NPCs=]. And you can't forget talking to people behind their doors either. Since all the units on the field are considered guests, you'll waste time watching them do nothing.
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** Main Corridor 3: Absurdly sturdy and strong enemies (three of them are even using weapons they don't specialize) wich have their stats boosted by a whopping 900%. Six of them use tranquilizer guns that deal decent damage and put you to sleep. Requires a bare minimium of three sacrifices before you are actually able to damage them and not get OHK Oed by the lighsaber wielding ones. Oh, and after that, there's a boss waiting for you (unless you take too long, so the boss will come and help the other soldiers).

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** Main Corridor 3: Absurdly sturdy and strong enemies (three of them are even using weapons they don't specialize) wich which have their stats boosted by a whopping 900%. Six of them use tranquilizer guns that deal decent damage and put you to sleep. Requires a bare minimium minimum of three sacrifices before you are actually able to damage them and not get OHK Oed [=OHKOed=] by the lighsaber wielding ones. Oh, and after that, there's a boss waiting for you (unless you take too long, so the boss will come and help the other soldiers).
** Nightdwellers: The entire battlefield is covered in an effect that teleports everyone around randomly, which leaves most attempts at strategy out of the question.
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*** What makes the Gafgarion battles annoying is that most other special units you run into have, as their battle's sole objective, the defeat of that character (e.g. "Defeat Wiegraf!"). Gafgarion is treated as just another unit, so even if you take him down, the battle's still on.
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** While easier than the first encounter with Elmdor and his assassins, the second encounter inside Limberry Castle is no walk in the park, either. Your goal is to defeat Elmdor in this battle - kill the assassins, and they'll come back as Ultimus Demons. However, Elmdor not only has a great equipment set (the Genji equipment, no less), but he's packing the Blade Grasp reaction ability - meaning any physical attack, front, side, or back, will have its hit-rate drop to about 30%. If you neglected to bring a mage to the battle, it's going to be a very long affair unless you get very lucky.
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*** It's rather easy once you figure out how to handle Yuria- she will always try to reach Celice and otherwise, unless she can opportunistically 1 shot someone, will ignore your other units, the catch is not killing her- so if you leave Celice's weapons in Storage and move him into the nearby forest, he can easily tank her with his massive HP pool and extremely high RES (you did use [[TheScrappy Diadora]] right?) while your other units assassinate Manfroy.
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*** Seriously? That was ''easily'' the easiest of the four Clone Missions, seeing as how you have starting units and/or production properties blatantly placed near 3 of the 4 Com Towers, and the last isn't hard to get with an APC sneaking to it while you distract the Md. Tanks with a meatshield/indirect formation. Plug up Black Hole's bases (easier than it sounds since Orange Star starts out so ridiculously overpowered, made worse with a Jake/Jess pairing) and you're basically handed the win.
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*** It's hard enough just to ''beat'', but if you're going for an ''S-Rank''? Prepare to do this mission over, and over, and ''over again'', [[LuckBasedMission praying things go right the next time]].

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*** At least 3-13 is redeemed (somewhat) by the CrowningMusicOfAwesome it [[http://www.youtube.com/watch?v=wJ6WPnvukQ4 plays]]. 4-3 doesn't have quite this much luck. Sure, it's probably the least scrappy of the ''FireEmblem'' desert levels (which, given how bad they always seem to be, isn't saying much)... but then try playing it your first time through without a guide. You won't realize that Sothe's ultimate weapon and the Dragonfoe scroll (both of which are EXTREMELY helpful in Endgame) are buried here, much less where. You won't know to send Micaiah to the far east (which is quite counterintuitive, by the way) to get Stefan. And you won't know that you have to hurry to gather kills before the [[spoiler: Black Knight shows up and annihilates all the enemies in his path]]. Yeah, in case you didn't get the message, that level is a '''MASSIVE''' GuideDangIt.

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*** At least 3-13 is redeemed (somewhat) by the CrowningMusicOfAwesome it [[http://www.youtube.com/watch?v=wJ6WPnvukQ4 plays]]. 4-3 doesn't have quite this much luck. Sure, it's probably the least scrappy of the ''FireEmblem'' desert levels (which, given how bad they always seem to be, isn't saying much)... but then try playing it your first time through without a guide. You won't realize that Sothe's ultimate weapon and the Dragonfoe scroll (both of which are EXTREMELY helpful in Endgame) are buried here, much less where. You won't know to send Micaiah to the far east (which is quite counterintuitive, by the way) to get Stefan. You won't know that you need to keep the boss from being the last enemy you kill because there's a Laguz Gem (also EXTREMELY helpful in Endgame) buried at his position. And you won't know that you have to hurry to gather kills before the [[spoiler: Black Knight shows up and annihilates all the enemies in his path]]. Yeah, in case you didn't get the message, that level is a '''MASSIVE''' GuideDangIt.



** Chapter 23 of ''Path of Radiance'' and chapter 3-11 of ''Radiant Dawn''. Pitfall traps and enemy ballistae to take out your fliers. The latter is made at least marginally more palatable by the fact that dragon-riders no longer count as fliers for the purpose of determining weaknesses, but is turned back around by the many enemies using Shine Barriers to block the only path available to ground-bound units (other than being carried over by a flier) for a number of turns. You know, ground-bound units like ''Ike'', who has to capture the boss's position to end the chapter?



**To elaborate: there are three different AI allies whom you need to rescue, and they are in the bottom left, center, and right. One is the prince, who at least has the sense to hide and use Elixers. The other two are Nino the wizard, who will get killed by any physical attack and Jaffar, who starts surrounded by enemy forces and can get killed by a couple bad rolls. To top it all off, the boss will move to get you and has the long-range Bolting tome, which will kill weakened units or the aforementioned Nino and the prince. Better be prepared to restart.
* ''The Sword of Seal'' has one late in the game. Chapter 21: The Sword Of Seals. Let's see, we've got reinforcements arriving in groups of four, and as many as five of these groups arrive on certain turns early on. Most of these are Dragon Riders/Dragonlords, one of the toughest classes out there. It's also a really big level. Then once you get close to the boss, you've got another really powerful enemy character showing up, one that all indications thus far have shown might be recruitable. He isn't. He won't attack you, mercifully, but he and his units will get in your way if you decide not to engage them in battle. Luckily, reports that you have to leave him alive to get to the Gaiden Level aren't true. Then there's a boss whose HP breaks the usual cap and who also has insane strength and defense. Here's hoping your mages have either been loaded with Angelic Robes (which you can actually buy in the secret store in this game) or have developed high dodge rates. Oh, and don't bother staying near the start and waiting for the waves of reinforcements to come to you, or else you'll have trouble beating the level in 30 turns, which is required to get the Gaiden level--and remember, you need to get every Gaiden level to unlock the PerfectRunFinalBoss.

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**To elaborate: there are three different AI allies whom you need to rescue, and they are in the bottom left, center, and right. One is the prince, who at least has the sense to hide and use Elixers.Elixirs. The other two are Nino the wizard, who will get killed by any physical attack and Jaffar, who starts surrounded by enemy forces and can get killed by a couple bad rolls. To top it all off, the boss will move to get you and has the long-range Bolting tome, which will kill weakened units or the aforementioned Nino and the prince. Better be prepared to restart.
* ''The Sword of Seal'' Seals'' has one late in the game. Chapter 21: The Sword Of Seals. Let's see, we've got reinforcements arriving in groups of four, and as many as five of these groups arrive on certain turns early on. Most of these are Dragon Riders/Dragonlords, one of the toughest classes out there. It's also a really big level. Then once you get close to the boss, you've got another really powerful enemy character showing up, one that all indications thus far have shown might be recruitable. He isn't. He won't attack you, mercifully, but he and his units will get in your way if you decide not to engage them in battle. Luckily, reports that you have to leave him alive to get to the Gaiden Level aren't true. Then there's a boss whose HP breaks the usual cap and who also has insane strength and defense. Here's hoping your mages have either been loaded with Angelic Robes (which you can actually buy in the secret store in this game) or have developed high dodge rates. Oh, and don't bother staying near the start and waiting for the waves of reinforcements to come to you, or else you'll have trouble beating the level in 30 turns, which is required to get the Gaiden level--and remember, you need to get every Gaiden level to unlock the PerfectRunFinalBoss.



*** To reiterate, the finaly boss has an (un)holy weapon that not only jacks his stats, but ''halves the damage of any attack used against him'', '''before applying it to his defence stats'''. In other words, even your most powerful units will be lucky to do more than sneeze on him. The only way to negate this is with the holy light tome Narga, which can only be wielded by, you guessed it, Julia. Oh, and he has a long-range tome that lets him snipe your units from afar to boot, making even ''approaching'' him a risky proposition. So you need to hurry and kill Manfloy, while avoiding killing Julia, hurry Celice back across the fucking map to snap her out of, schlep Julia ''right back across the map'' to get the tome, and then try to ''get'' to Julius without him sniping off your weaker units. [[SarcasmMode Fun!]]
* [[FireEmblemTheSacredStones The Sacred Stones]] is rather easy overall, even without the LevelGrinding you can do in the Tower of Valni. One level, however, is pure torture: Flourspar's Oath. The level is set up so that you have to corkscrew your units around a winding river. You could use your 2 Pegasus Knights or your Wyvern Knight to fly a few units across to save some time, but then they get put in the range of Archers and Selena's long-range Bolting tome. Fine, use Colm and (If you promoted him to pirate) Ross to rescue a few units across. Psyche! Even on water, Ross is really damn slow when carrying someone, and ''will'' get owned by the sword-wielding cavaliers, the archers, and/or Selena's lightning. Also, you have to reach two towns before the Pirates and Brigands get it. Yeah.

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*** To reiterate, the finaly final boss has an (un)holy weapon that not only jacks his stats, but ''halves the damage of any attack used against him'', '''before applying it to his defence stats'''. In other words, even your most powerful units will be lucky to do more than sneeze on him. The only way to negate this is with the holy light tome Narga, which can only be wielded by, you guessed it, Julia. Oh, and he has a long-range tome that lets him snipe your units from afar to boot, making even ''approaching'' him a risky proposition. So you need to hurry and kill Manfloy, while avoiding killing Julia, hurry Celice back across the fucking map to snap her out of, schlep Julia ''right back across the map'' to get the tome, and then try to ''get'' to Julius without him sniping off your weaker units. [[SarcasmMode Fun!]]
* [[FireEmblemTheSacredStones The Sacred Stones]] is rather easy overall, even without the LevelGrinding you can do in the Tower of Valni. One level, however, is pure torture: Flourspar's Fluorspar's Oath. The level is set up so that you have to corkscrew your units around a winding river. You could use your 2 Pegasus Knights or your Wyvern Knight to fly a few units across to save some time, but then they get put in the range of Archers and Selena's long-range Bolting tome. Fine, use Colm and (If you promoted him to pirate) Ross to rescue a few units across. Psyche! Even on water, Ross is really damn slow when carrying someone, and ''will'' get owned by the sword-wielding cavaliers, the archers, and/or Selena's lightning. Also, you have to reach two towns before the Pirates and Brigands get it. Yeah.




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*** Heck, ''all'' of Ephraim's route. In between the aforementioned "Phantom Ship" and "Fluorspar's Oath" is "Landing at Taizel", a giant level which you get thrust into immediately after "Phantom Ship" (no chance to level-grind) and has enemies all over the place. Also, in order to recruit Marisa, you have to use the newly-recruited Ewan, who has a movement range of 4 and gets owned in one hit by everything because he's a Trainee-class unit and a SquishyMage at that. The only way to properly make this recruitment is to lure her in with another unit, preferably unarmed because anything strong enough to stand up to her criticals would probably one-shot her due to her low HP. This requires careful planning to pick off any other enemies that are even remotely close.
**** And after those three, there's "Father and Son", which does hard the old-fashioned way: by being gigantic and filled with enemy reinforcements as well as chests that must be opened.
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*** Pincer Strike becomes really, really easy with Sasha and Colin on Blue Moon. Lots of funds per turn, nothing to spend it on and the ease with which Market Crash is charged = no tag power for Jugger/Drake.

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*** Pincer Strike becomes really, really easy with [[CharacterSelectForcing Sasha and Colin on Blue Moon.Moon]]. Lots of funds per turn, nothing to spend it on and the ease with which Market Crash is charged = no tag power for Jugger/Drake.



*** Like so many other missions, getting an S rank here pretty much forces you to use Sami in conjunction with somebody else. The theory goes - get to [[strike:da choppa]] the airport, put an infantry unit in a transport copter, wait until you have a Tag Break, fly the copter to the HQ in the first person's turn, switch to Sami and use her Super CO Power to instantly capture the HQ. It's cheesy, but it works.

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*** Like so many other missions, getting an S rank here pretty much [[CharacterSelectForcing forces you to use Sami in conjunction with somebody else.else]]. The theory goes - get to [[strike:da choppa]] the airport, put an infantry unit in a transport copter, wait until you have a Tag Break, fly the copter to the HQ in the first person's turn, switch to Sami and use her Super CO Power to instantly capture the HQ. It's cheesy, but it works.



* Sunrise in ''Days of Ruin'' also qualifies. The Nest provides explosive bombs to rip apart your units at the most inconvenient times, infinite free units which can whatever Caulder damn well pleases, and lasers covering ''rough terrain'' to keep your forces spread thin and repeatedly suffer the abuse. And it's made worse that Caulder, with daily healing and ridiculous combat boosts to anything near enough his unit or just his unit itself, makes [[GameBreaker Sturm]] look like a JokeCharacter (considering the general toned down CO effects). Watch as a Duster with him loaded effortlessly destroys your ''Fighter''. It's amazing how the level has a consistent Day-To-Day guide on YouTube that makes it so easy to beat. Oh, and here's the best part: you have to repeat the level 10 times to [[HundredPercentCompletion get a certain medal]].

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* Sunrise in ''Days of Ruin'' also qualifies. The Nest provides explosive bombs to rip apart your units at the most inconvenient times, infinite free units which can whatever Caulder damn well pleases, and lasers covering ''rough terrain'' to keep your forces spread thin and repeatedly suffer the abuse. And it's made worse that Caulder, with daily healing and ridiculous combat boosts to anything near enough his unit or just his unit itself, makes [[GameBreaker Sturm]] look like a JokeCharacter (considering the general toned down CO effects).JokeCharacter. Watch as a Duster with him loaded effortlessly destroys your ''Fighter''. It's amazing how the level has a consistent Day-To-Day guide on YouTube that makes it so easy to beat. Oh, and here's the best part: you have to repeat the level 10 times to [[HundredPercentCompletion get a certain medal]].



** To elaborate on the difficulty of the map, it starts with White Moon having a bunch of Fighters deployed, among them 2 Fighter Ss, which can snipe your air units and can be very hard to get at safely on Day 2. The simple solution would be to not send out your air units right away, but navy is unavailable and since White Moon also has a bunch of tough land units predeployed to the east, you will need air units to help handle those buggers. This isn't so bad on its own, you just need to [[spoiler:use any Fighter S units you have to hammer the enemy's, and set up an anti-air perimeter to keep your units safe from flanking]]. However, as soon as you try storming White Moon's HQ, things get truly irksome as you have to deal with crossing a most likely Artillery-covered area with a lot of Desert terrain--yes, you read right, not the terrain template you would know in ''Dual Strike'' or ''Days of Ruin'', but terrain tiles that are similar to the Desert terrain in ''Fire Emblem''. And unlike the Plains and Forests and stuff like that (which in this game actually have some Movement Costs at 1.5), the Desert gives off painfully high Movement Costs to the point where your land units being able to move more than one space at a time is the only reason why it's not a surprise that they're far less likely to be slaughtered than [[spoiler:Cuan, Ethelin, and their group of Lenster Lance Knights]] in ''Fire Emblem: Seisen no Keifu''.

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** To elaborate on the difficulty of the map, it starts with White Moon having a bunch of Fighters planes deployed, among them 2 Fighter Ss, Interceptors, which can snipe your air units and can be very hard to get at safely on Day 2. The simple solution would be to not send out your air units right away, but navy is unavailable and since White Moon also has a bunch of tough land units predeployed to the east, you will need air units to help handle those buggers. This isn't so bad on its own, you just need to [[spoiler:use any Fighter S Interceptor units you have to hammer the enemy's, and set up an anti-air perimeter to keep your units safe from flanking]]. However, as soon as you try storming White Moon's HQ, things get truly irksome as you have to deal with crossing a most likely Artillery-covered area with a lot of Desert terrain--yes, you read right, not the terrain template you would know in ''Dual Strike'' or ''Days of Ruin'', but terrain tiles that are similar to the Desert terrain in ''Fire Emblem''. And unlike the Plains and Forests and stuff like that (which in this game actually have some Movement Costs at 1.5), the Desert gives off painfully high Movement Costs to the point where your land units being able to move more than one space at a time is the only reason why it's not a surprise that they're far less likely to be slaughtered than [[spoiler:Cuan, Ethelin, and their group of Lenster Lance Knights]] in ''Fire Emblem: Seisen no Keifu''.



*''BattalionWars'' has some levels:
** Their Finest Hour in ''Battalion Wars 2''. Due to the shaky controls of your options in the Airbase defense, you have to contend with either potentially jumping out of the MG Tower without warning and not necessarily knowing how to get back into it, or if you switch to either air unit, you have to keep track of how you handle the Wiimote or else you might crash into something. Either way, the starting part is annoying. Oh, but the worst is yet to come: there are AA units all over the place, the Airbase you spend the whole time trying to capture will produce Fighters and Gunships, and all you get to fight them with is the Fighters, which, of course, have to contend with the AA units even if you do overcome the faulty controls. It's no wonder the time limit for a Perfect S Rank is 16 minutes.

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*''BattalionWars'' has some levels:
levels that fall under this:
** Their Finest Hour in ''Battalion Wars 2''. Due to the shaky controls of your options in the Airbase defense, you have to contend with either potentially jumping out of the MG Tower without warning and not necessarily knowing how to get back into it, or if you switch to either air unit, you have to keep track of how you handle the Wiimote or else you might crash into something. Either way, the starting part is annoying. Oh, but the worst is yet to come: there are AA units all over the place, the Airbase you spend the whole time trying to capture will produce Fighters and Gunships, Gunships that are already on top of you to be DemonicSpiders ''before Pierce or A-Qira mention that they have been sent out'', and all you get to fight them with is the Fighters, which, of course, have to contend with the AA units even if you do overcome the faulty controls. It's no wonder the time limit for a Perfect S Rank is 16 minutes.
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* TheSacredStones is rather easy overall, even without the LevelGrinding you can do in the Tower of Valni. One level, however, is pure torture: Flourspar's Oath. The level is set up so that you have to corkscrew your units around a winding river. You could use your 2 Pegasus Knights or your Wyvern Knight to fly a few units across to save some time, but then they get put in the range of Archers and Selena's long-range Bolting tome. Fine, use Colm and (If you promoted him to pirate) Ross to rescue a few units across. Psyche! Even on water, Ross is really damn slow when carrying someone, and ''will'' get owned by the sword-wielding cavaliers, the archers, and/or Selena's lightning. Also, you have to reach two towns before the Pirates and Brigands get it. [[SoYeah Yeah]].

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* TheSacredStones [[FireEmblemTheSacredStones The Sacred Stones]] is rather easy overall, even without the LevelGrinding you can do in the Tower of Valni. One level, however, is pure torture: Flourspar's Oath. The level is set up so that you have to corkscrew your units around a winding river. You could use your 2 Pegasus Knights or your Wyvern Knight to fly a few units across to save some time, but then they get put in the range of Archers and Selena's long-range Bolting tome. Fine, use Colm and (If you promoted him to pirate) Ross to rescue a few units across. Psyche! Even on water, Ross is really damn slow when carrying someone, and ''will'' get owned by the sword-wielding cavaliers, the archers, and/or Selena's lightning. Also, you have to reach two towns before the Pirates and Brigands get it. [[SoYeah Yeah]].
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* This Troper blames nobody for the lack of an example from SacredStones, because it's actually rather easy overall, even without the LevelGrinding you can do in the Tower of Valni. One level, however, is pure torture: Flourspar's Oath. The level is set up so that you have to corkscrew your units around a winding river. You could use your 2 Pegasus Knights or your Wyvern Knight to fly a few units across to save some time, but then they get put in the range of Archers and Selena's long-range Bolting tome. Fine, use Colm and (If you promoted him to pirate) Ross to rescue a few units across. Psyche! Even on water, Ross is really damn slow when carrying someone, and ''will'' get owned by the sword-wielding cavaliers, the archers, and/or Selena's lightning. Also, you have to reach two towns before the Pirates and Brigands get it. Yeah.

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* This Troper blames nobody for the lack of an example from SacredStones, because it's actually TheSacredStones is rather easy overall, even without the LevelGrinding you can do in the Tower of Valni. One level, however, is pure torture: Flourspar's Oath. The level is set up so that you have to corkscrew your units around a winding river. You could use your 2 Pegasus Knights or your Wyvern Knight to fly a few units across to save some time, but then they get put in the range of Archers and Selena's long-range Bolting tome. Fine, use Colm and (If you promoted him to pirate) Ross to rescue a few units across. Psyche! Even on water, Ross is really damn slow when carrying someone, and ''will'' get owned by the sword-wielding cavaliers, the archers, and/or Selena's lightning. Also, you have to reach two towns before the Pirates and Brigands get it. Yeah.
[[SoYeah Yeah]].
** Chapter 11, Phantom Ship on Ephraim's route, if you didn't [[LevelGrinding grind]] in the Tower of Valni, is a ''nightmare'' on Hard Mode. You have to fight your way through a ship full of enemies to get to [[StaffChick L'Arachel]] before she's stupidly killed because she's a noncombatant at this point, while her bodyguard [[UnskilledButStrong Dozla]] is running off attempting (and mostly failing) to hit enemies with his huge Battle Axe. You could send your fliers to rescue her, but the seas around you are swarming with flying enemies, including flying spell-casters that can nuke the otherwise hardy flier Cormag. And at this point, there is nobody in your army big enough to rescue Dozla.



**** Aside from Rafa running in and getting herself killed, this battle is really easy if you just switch people to Ninja (a class you should definitely have available for most of your people), which gives them a speed boost and thus they will get to go first. Alternately you can equip people with boots which gives them +1 speed. Lastly, it's been mentioned that if you deliberately strip all EQ from a character, Celia and Lede will home in on that person instead—and since all you have to do is defeat ''one'' of the three, and two of them are now vulnerable to counter-attacking...

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**** Aside from Rafa running in and getting herself killed, this battle is really easy if you just switch people to Ninja (a class you should definitely have available for most of your people), which gives them a speed boost and thus they will get to go first. Alternately you can equip people with boots which gives them +1 speed. Lastly, it's been mentioned that if you deliberately strip all EQ from a character, Celia and Lede will home in on that person instead—and since all you have to do is defeat ''one'' of the three, and two of them are now vulnerable to counter-attacking...

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