That One Level/Video Games/Turn-Based Strategy: Difference between revisions

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** The Nightdwellers level. Despite the fact that the intro to the level is one of the funniest scenes in the game, the level itself is terrible unless you're horribly overleveled. The entire stage is covered with a [[Geo Effects|GeoEffect]] that causes everybody, allies and enemies, to randomly teleport around the stage at the end of each turn, which makes forming any coherent strategy pretty much impossible. It is possible to destroy the symbol that causes the effect, but it has a ton of HP, and you have to rely on luck to get any strong attacker near it. And you can only hope that your healers don't get teleported next to that freaking Red Ranger...
*** This type of map comes back once more in the last chapter. It's not an easy map to begin with, but making every square on the map a Warp tile is just vile.
* While we're on the topic of Disgaea, [[Disgaea 2: Cursed Memories]] - [[Updated Rerelease|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. '''[[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 [[Level Grinding]], '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.
 
== [[Fire Emblem]] ==
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** First, there's missions 5 to 8, Those Four Levels. Mission 5 pits you against EVERY SINGLE NAMED BAD GUY IN THE FIRST HALF OF [[Overman King Gainer]], included Brunhilde, that in series ''attacked friends and foes alike'', yet here only attacks ''you''. Fortunately, to beat the level you just need to kill Brunhilde... except it has 10000+ HP (At Stage 5 it's pretty good, mind), and you've got like 7-8 [[Fragile Speedster]] bosses attacking you at the same time as well. At least the [[Mook|Mooks]] are easy. Mission 6 has the beginning of [[Gun X Sword]], only Van is being attacked by ''a lot'' of [[Gaiking|Darius Empire]] Mooks instead. You basically have to survive for two turns until the Daiku Maryu crew shows up to aid him, which is easier said than done. Mission 7 is a mix of the two before: It starts with Dann of Thursday, plus [[Combining Mecha|El Dora V]] (that guzzles EN like crazy), [[Combat Medic|Brownie]] and the [[Original Generation]] main character being attacked by a bunch of [[Overman King Gainer]] mooks and bosses (again). Again, you have to endure a few turns until the other heroes shpw up, only the enemies also get two tough bosses as reinforcements: OKG's Cynthia Lane and GXS's Ray. And like Brunhilde above, neither of them were with the [[Overman King Gainer|Siberian railroad]], but on their own team, yet here, they only attack you again. Finally, Mission 8 is MORE Gainer bosses/mooks, PLUS Cynthia again, plus GXS's Diablo of Monday. This one is slighty easier, but if you want the GXS secret characters, [[Guide Dang It|kill Diablo with Van]] or they're [[Lost Forever]]. Fortunately, after this hell, the next mission is a very easy [[Breather Level]] playing the beginning of [[Zoids|Zoids Genesis]], only with more [[Gaiking|Darius Empire]] mooks showing up chasing Zoids' [[Ms. Fanservice|Kotona Elegance]] so there's an excuse to get her without [[The Big Guy|Garaga]] and [[The Smart Guy|Ron]] showing up as well.
** And besides that, there's all the Virtual-On missions (The first two are long, boring missions set in corridors against mooks with Map Attacks, the last one is on an open field with more Mooks like that AND [[Elite Mooks]] with huge HP supplies AND the Attack Combo skill that allows them to crush your support units)) and the one playing Gundam SEED Stargazer (A "don't let the bad guys get to this point" mission... [[Recycled in Space|IN SPACE]]. On a game where everyone who doesn't goes into space in-series has a B as its Terrain Rating for... well, space, and terrains matter A LOT. See: [[Lightning Bruiser|King Gainer]] getting hit easily and missing often.) Ouch.
* [[Super Robot Wars J]] 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 [[Full Metal Panic!]]. 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 [[Giant Mook|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.
* Being one of the harder handheld titles, [[Super Robot Wars L]] has quite a number of tarpits that even veterans may fall for them:
** Stage 17, Operation Yashima from [[Rebuild of Evangelion]]. As suggested you have to deal with Ramiel (aka 6th Angel) but at the same time [[Shinkon Gattai Godannar|Mimic Beasts]] are standing in your way. Since Ramiel gives a nice amount of cash and a rare Skill Part, it's common for players rush up with all their forces in order to destroy it at least once before the stage forcefully end on Turn 6. The problem is that Ramiel (in addition to HP and EN Regen as well as an AT Field) got its Will max out at 150 already, and in case of players who forgot after watching the movie, this Ramiel actually got a ''sweeping'' MAPW around it. That will certainly hurt. But it doesn't end there: on turn 4 Eva-00 and 01 finally show up at where the stage begins......And ''enemies spawn on left and right of them''. If Shinji got attacked even once, GAME OVER. That means one have to leave some unit behind to propare for such scenerio, but that also mean you can't attack Ramiel with your full force. Touch choices eh?