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|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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*** 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.
*** Actually, using a Silence Staff on Julia would unquestionably be the best strategy (and you can also use it on Ishtar just before this), assuming you have a unit that has a high enough Magic (or can be made high enough with Magic Rings) to pull it off.
* [[Fire Emblem the Sacred Stones (Video Game)|The Sacred Stones]] is rather easy overall, even without the [[Level Grinding]] you can do in the Tower of Valni. One level, however, is pure torture: 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.
** Chapter 11, Phantom Ship on Ephraim's route, if you didn't [[Level Grinding|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 [[White Mage|L'Arachel]] before she's stupidly killed because she's a noncombatant at this point, while her bodyguard [[Unskilled but Strong|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.
** 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 [[Squishy Mage]] 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.
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* Some of the [[Game Mod|Game Mods]] have their own difficult chapters:
** Chapter 6 in ''FE Girls'', a ''very'' elaborate hack of Sacred Stones. Similar to its real-game counterpart, but there's no fog, no giant spiders, and you only have to survive for 12 turns. However, you still have to defend the helpless citizens, who are now stranded on a pier and the first one '''will''' die on the third turn if you aren't going full tilt towards them. The enemies will ''flood'' this area, too, citizens or no. On top of this, ZEPHIEL of all people is here, and, starting on the eighth turn, [[Advancing Wall of Doom|HE MOVES!]] He'll reach the island with the pier, too, so if you stopped after rescuing the citizens, thinking you're safe, you're DEAD wrong. You actually have to start retreating, citizens in tow, unless you want to see [[Hopeless Boss Fight|the stragglers get slaughtered where they stand.]] Good lord.
** Chapter 13 somehow manages to be even ''worse'' than Chapter 13-Ephraim in regular FE8. There's '''three''' different bosses, one of them actually appears behind you and will start chasing you, and the map is very large. And you get two new characters, one of which is a [[Spoony Bard|Dancer]] and the other one, while capable of fighting, is very hard to keep alive with all the enemies around. While one of the bosses [[Heel Face Turn|can be swayed to your side]], said boss is ''very'' aggressive, carries a Bolting tome, and '''moves.''' It's not unlikely to see her kill Lyn, the ''very person who recruits her.'' She's also the Lord. [[We Cannot Go Onon Without You|And you know what that means...]]
 
== [[Nintendo Wars]] ==
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*** Pincer Strike becomes really, really easy with [[Character Select Forcing|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.
*** Or use the 3-day strategy. Yes, it's possible to beat that mission in 3 days.
** Surrounded, especially the Hard version. It's made even worse that you don't automatically win by routing the enemy force, and only win by capturing the towers with your [[Lethal Joke Character|ever so slow Infantry]], so Kindle looks like a big time [[Cutscene Power to Thethe Max|cutscene abuser]].
*** 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.
** Verdant Hills. The AI just loves to Tag Break ending on Javier's turn. Since Javier ensures control of at least one tower, he will have so much defense that he pretty much prevents you from retaliating against your reduced control over the chokepoint.
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** [[That One Level]] is ''OG Gaiden'' Stage 15. Not only it pits you against a horde of (thankfully not reinforcements coming) enemies which has crazy dodges, united morale point... it later features one winning condition that requires a certain character to do it. Then, [[Player Punch]] occurs, then [[That One Boss]] appear... Good God, this level not only frustrates me on the game, but also frustrates me on the story and mentality to the point that I really wish this level could just go away...
*** Let's go for a classic: ''[[Super Robot Wars 3]]'', "true" final mission. You're on a map with a gran total of THREE enemy units, two of which are the infamous Valcyon (the final boss mecha of ''SRW2''), and the other being the Neo effing Granzon. Now, count the facts that in this game Focus and Hot Blood were RARE seishin, you couldn't upgrade neither mobility nor weapons of your units, morale raising seishins had a prohibitive cost and the two Valcyons were weak enough to die in a few hits without effectively raising your morale. Add that the final boss's morale went up by at least 15 for each turn due to your characters hitting him (not counting eventually shot down units), he could fire TWO times for each turn (so did your units, but it was more like a 'get twice the chances of getting shot down'), had insanely high HP and Armor and his morale could cap at 200 which meant EVERY SINGLE ATTACK WOULD KILL YOUR UNIT RIGHT AWAY....
* ''[[Super Robot Wars Destiny]]''. All of it. It starts out as a great game, with a lot of anime getting their introduction into the franchise, such as Megazone23, Godmars, Daltanius, ''[[Macross]] 7'', and ''[[The Big O (Anime)|The Big O]]''. It also explores the idea of what would've happened if the Earth had been sealed away, {{spoiler|Irui Ganeden's goal in ''Super Robot Wars Alpha 2''.}} And it ALSO features the [[Mobile Suit Gundam Wing (Anime)|OZ]] and the [[Mobile Suit Gundam (Anime)|Neo-Zeon Movement]] as ''allies'', simply because they're the only groups left that have the manpower to save the Earth, meaning [[Mobile Suit Gundam ZZ (Anime)|Haman Karn]] arguably makes her debut as a Super Robot Wars ''protagonist''. Then things get sour, fast. The [[Original Generation]] mooks are unbelievably fast and accurate to the point [[Boss in Mook Clothing|they're more dangerous than the]] ''final boss'', every Super Robot has abysmal armor to the point even if fully upgraded so they're useless by the halfway point of the game, and you'll probably be using [[Macross|Fire Bomber]] as a blatant crutch.
** You want [[That One Level]], Try Mission 23 of that game, You cannot destroy the Adrasteas in that mission or it is game over, and you cannot allow the enemy to advance to the other side of the map which means you have to box in 2 Adrasteas and reduce their HP to 20% while knocking off the enemies flunkies, then the Reinforcements, do not get me started on them, because you have to fight a THIRD Adrastea in addition to his the flunkies that he brings, and even before that you have to fight 6 Garland GR-2's. (Garlands have High evasion rates) Which means you will be spamming Seishins out the ass just to keep up with protecting the area you are ordered to guard.
** Another mission that will piss the hell out of you is Mission 37 which is a two part mission but the second half is what will reallly drive you mad! In the second half of that mission you have to hit 4 switches, one every 8 turns, the real problem is that the enemies have high evasion/accuracy and can respawn if you don't leave 6 of them active. So mentioning the Fire Bomber Units being a crutch, yeah you will need them for this.
* There is also [[Super Robot Wars 2]]'s final stage. Similar layout to 3's, with you against the Granzon, Valsion, and two [[Punch Clock Villains]] from ''[[Mobile Suit Gundam ZZ (Anime)|Gundam ZZ]]'' of all series. Things go sour fast if you want to beat the Granzon for the Bragging Rights Rewards. The game, as long as you know what you're doing, isn't impossible or even very long... but by GOD that level is hard since the Granzon is ''immune'' to all projectile attacks and armor three times as thick as the Valsion's.
* Pretty much the meat of both the OG games on GBA fits this trope if you're going for the skill points.
** Speaking of which, the introduction of the Inspectors in [[OG 2]]. "But it's a ''Hopeless'' Boss Fight," you say. "you're ''supposed'' to lose!" No, not '''this''' one. This one is Hopeless only in that it's damn near impossible to ''win''. The challenge of that stage is '''surviving'''. With only a battleship which you have had few to no opportunities to build up (depending on the route split) and three mid-level mecha, which have had ''no'' opportunities to be powered up (if you were able to get a certain Secret weapon, that's about it). Against a bunch of Mooks, a couple enemy battleships, and three End-game bosses that can probably kill your mecha in a single hit. And you have to escape through the far side of the map. That is to say, right ''through'' them.
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* The final stage of the PSP remake of Advance. Tough grunts and ridiculously high HP bosses with HP regen are nothing new, especially if you took the Nadesico route at the last path split and had to fight Don Zaucer... but unlike most levels in this game (or in the non-skill point using installments of the franchise in general,) there is a TURN LIMIT. You have 10 turns to wade through the strongest grunts in the game, backed up by TWO overpowered bosses, one of whom as far as I can tell has an automatic 0% chance of being hit (and not the type that goes away after one attack,) with the only ways to even HIT her being to use accuracy boosting spells (and SP is rather limited in this game overall, though by no means as bad as in certain other titles,) and her own counterattack range and accuracy being ridiculously huge. Thankfully, she's not REQUIRED to be defeated to clear the stage (though have fun clearing it with her sniping you constantly)... but the actual boss is so much worse. Some 260K HP, of which he regenerates 10% a turn, exceptionally high EN, which he also regenerates, and his attacks use far less of it than they ought to (not that you can really hope to drain his EN even without the regen, due to the turn limit), a VERY powerful and accurate MAP attack, and the ability to move and attack TWICE per turn. Oh, and while not guaranteed, he is surrounded by high HP/Armour grunts, some of whom have HP regen, all of which if they are right next to him can Support Defend (take a hit for him for half damage) THRICE PER TURN. It might be worth noting that this is also the game where enemy accuracy increases with each attack - if you dodge an attack, the next attack aimed at that character will be at a ''cumulative'' 15% accuracy boost, meaning that with enough attacks at any one character, eventually they WILL get hit (and there are more than enough enemy units for this).
* [[Super Robot Wars K]] has several of these.
** 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|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 (Video Game)|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?
** Stage 30A, [[Macross Frontier|LIttle Queen, Little Sister]]. You have to last 9 turns against never-ending waves of Vajra while Ranka gets ready to sing them all away . But one have to make sure the Vajra do not reach the building before she does so, which is said easier than done since you don't have enough units to protect all tiles (which become worse when one of them leaves the map on Turn 4). Even with Brera flying off to one corner of the map and holds part of the wave, it's still going to be a nightmare.
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* Any ''[[X-COM]]: UFO Defense'' mission that has [[Demonic Spiders|chryssalids]]. Can you say "zombie apocolypse with ambushing giant insects creating more zombies"?
** MOST missions in ''X-COM: Terror from the Deep'', including cargo ship terror missions (bad AI means they can run into thousands of turns while you try to hunt down that one last alien hiding in a closet), alien colony assaults (same problem, except also with [[Demonic Spiders|Tentaculats]] galore), and Artefact Sites (same as colony assaults, except they pop up randomly and you have to do them immediately or take such a huge penalty to your score that it can sink your game).
** Similarly, there are two types of level in ''[[UFO After BlankAfterblank|UFO Aftermath]]'' that will give you a bad case of twitching: anything involving the [[Bee-Bee Gun|Deathbellows]] (aka the [[Total Party Kill|Squad-Killing Abomination From Hell]]), and most things involving bases, especially in the later stages when the aliens are breaking out the big guns. Having your entire squad wiped out by the balloon fish behind that door you carelessly opened? Hurts. Having them wiped out by an alien rocket launcher with a blast radius larger than some European countries? Hurts even more.
* The final mission in Roland's Campaign in ''[[Heroes of Might and Magic|Heroes of Might and Magic II]]'' (and I assume Archibald's too, I never even managed to make it to that one.) pulls absolutely no punches. First off, the choice between three possible bonuses at the start of the mission ends up being a choice between three artifacts that ''hinder'' you instead. Next, the developers put an enemy hero right next to your castle, but just out of sight. If this is your first time playing this mission, it WILL catch you offguard and essentially force a restart. But the most difficult part is exactly how much of a challenge you face in this mission. Your opponents have no less than '''TWELVE''' towns, (technically thirteen, but one of them does absolutely nothing until the final battle.) backed up by a metric crapton of resources and mines. [http://www.youtube.com/watch?v=iln_6I2PGzU A playthrough on Youtube] took roughly EIGHT HOURS to beat this mission, without accounting for failed attempts. And as if that isn't enough, those [[The Computer Is a Cheating Bastard|The Computer Is A Cheating Bastard]] elements in this game mean you and the AI are roughly evenly matched when you have the SAME number of towns. It is impossible to describe the pain, time and amount of attempts it will take to finally put this monster of a mission down. Though since this is the last mission in the campaign, all this is at least mildly forgiven.
 
* In ''[[Heroes of Might and Magic]] V'', the third chapter of the Inferno campaign requires you to defeat an enemy who starts with three Sylvan castles (a faction type that's unbelievably imbalanced), and all you're given is one Inferno settlement that can't access its best units (the only redeeming quality of their entire army). You are required to make a run and grasp the first enemy castle ASAP, but even after you succeed at that, the enemies' attacks will start raining on you, having multiple dragons and ents, units that you can't even match before you can upgrade the castle you conquered into its full power (because the only one that didn't have a dragon portal to start with was the outermost one). In addition, the enemy has a ridiculously powerful hero who will keep respawning in their biggest castle every time you defeat him, something that by the normal mechanics of the game wouldn't even be possible (if your hero is beaten, you lose the game).