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* In the original ''[[The Legend of Zelda (Video Game)|The Legend of Zelda]]'', Level 7 in the first quest, and (even more so) Level 8 in the second quest. Despite being so late in the game, these dungeons are mostly filled with Goriyas, an enemy who first appears in Level 1, as well as a rematch against the bosses from Levels 1 & 2. The only real challenges these dungeons present are ''finding'' the entrances, and then finding your way through them. There's also no particular reason that the levels ''have'' to be played in order, so many smart gamers will get them out of the way earlier.
* As if retroactively bucking the trend of Zelda [[Down the Drain|water dungeons]], ''[[Zelda II the Adventure of Link (Video Game)|Zelda II the Adventure of Link]]'' has a Water Temple filled with amazingly few high-level recolours, all of whom have more HP and some of whom have higher AI, even though you've been facing armies of the shield-fantastical blue [[Shield Bearing Mook|Iron Knuckles]] in the previous dungeons.
** Meanwhile, ''[[The Legend of Zelda: Ocarina of Time (Video Game)|Ocarina of Time]]'' has the straightforward Fire Temple after the confusing Forest Temple, and straight before [[That One Level|the even more frustrating]] Water Temple.
*** And once you've developed a sudden need to sleep with every light in the house on after the hell that is the Shadow Temple, there's the blessedly simple and uplifting Spirit Temple. Easy monsters (well, except for the Iron Knuckles, but with the [[BFS|Biggoron Sword]] they're not too bad), convienently placed fairy fountain, no block puzzles, pretty music, no [[Nightmare Fuel|CREEPY DEAD THINGS EVERYWHERE]], couple tricks with a mirror to take out the witches, and bam, you're done. It's even got a nifty little shortcut that you get pretty early in the temple! Too bad it's the last thing you do before you take on Ganondorf...
*** In ''[[The Legend of Zelda: Ocarina of Time (Video Game)|Ocarina of Time]]'' Master Quest, which makes most of the dungeons three times more difficult, you may be surprised when you blow right through the ''Water Temple''. It's probably even easier than it is in the standard game.
** Turtle Rock in ''[[A Link to The Past]]''; a fairly straightforward romp with few difficult enemies that is more an exercise in puzzle-solving than ardent combat (And is also one of the few dungeons in the game with a mid-level break and an opportunity to complete a [[Heart Container]] midway), topped off with a boss that's [[Colour-Coded for Your Convenience]] with regards to its initial weaknesses. The preceding dungeon? The aptly-named Misery Mire. The following dungeon? The last one.
*** Blind's Dungeon (Thieves' Town) qualifies as well, even if activating the boss is somewhat of a (Simple) puzzle. Before, you have Skull Woods with a complicated layout, [[Wall Master|Wallmasters]], [[Demonic Spiders|Pikits]], and [[That One Boss|Mothula]]. After, [[Frictionless Ice|The Ice Palace]] with one of the most difficult puzzles of the game, which ''itself'' is wrapped in even more enigmas.
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* In the Atari 2600 version of Frogger, the difficulty slightly zigzags (1, 2, 3, 4 increase in difficulty, 5 is a bit easier than 4 but harder than 3, and 6 is pretty tough), but following a tough Level 6 you get an easy Level 7 which is either the third or fourth easiest level in the game. By this time you're in rhythm enough that it's a breeze (the fast moving snake being the only obstacle still easy to avoid). Then comes Level 8 which makes Level 6 look like a warm-up level. Level 9 is slightly easier than Level 8, but 10 and up continue to increase in difficulty as the game wears on.
* ''[[Final Fantasy Tactics]]'' features a battle where you take on five chemists, and practically all they do is heal each other. This also makes it [[That One Level]] just due to the annoyance.
* The Inquisition in ''[[Catherine]]'' is without a doubt one of the shortest nightmare stages there is. There are only two levels, and the first is very simple compared to the rest of the game, using no special or challenging blocks that result in death. Afterwards comes [[Breather Boss|The Child]], who is quite simple compared to [[Wake Up Call Boss|Immoral Beast]] before him. After this is the [[That One Level|far more annoying]] [[Slippy -Slidey Ice World|Quadrangle]].
* The Flash horror platformer ''[[The Bright in The Screen]]'' has the "Red Freaks Museum" level and a level where [[Gameplay Automation|you lose control of the player character, and they easily finish the level on their own,]] leaving you free to read the screens.
* The arcade version of ''[[Gradius]] III'' is famous for being brutally [[Nintendo Hard]], but Stages 6 (Bio) and 8 (Plant) are considerably easier than the rest.
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* ''[[Doom|DOOM II]]'' MAP19, "The Citadel" can be considered disappointingly easy since the level's difficulty contrasts its epic style (the level is a ''friggin' castle'', for pete's sake) and music ("Shawn's Got the Shotgun", the same BGM used in [[That One Level|MAP07]]). The enemies are generally limited to light sprinklings of lower-level [[Mook|Mooks]], and when hordes of them are thrown at you, it's always in areas where you have an environmental advantage. It does help the player absorb the overall atmosphere, though, and is a nice preparation for the downright [[Nintendo Hard]] MAP20.
* ''[[Mass Effect 3]]'' has the Geth Fighter Base, where Shepard is sent into the [[Cyberspace|Geth Consensus]] to destroy the Reaper code controlling a squad of geth. There's no real combat, and it mostly serves to give some insight into the events of the Morning War.
* ''[[Billy Hatcher and The Giant Egg]]'' has 'After The Blizzard', the third mission in [[Slippy -Slidey Ice World|Blizzard Castle]]. It's a fairly simple mission in a small area with few enemies, and consists of building a head for a snowman. It comes right after Blizzard Castle's boss, [[That One Boss|Moles]], who can be a right sod to beat.
* The [[Disgaea]] games usually have periodic maps where the [[Geo Effects]] are all beneficial (particularly in regards to XP boosts), and the enemies are arranged in such a way as to be all killable with a single wide area attack. Basically these are designated spots to make [[Level Grinding]] more quick and painless (which, [[Absurdly High Level Cap|in this series]], is a godsend).
 
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[[Category:Video Game Settings]]
[[Category:Breather Level]]
[[Category:Trope]]
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