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* ''VideoGame/SuperMarioRPG'' has Moleville Mountain. Not that it's difficult, in fact it's actually impossible to lose as there's no penalty for crashing or derailing other than losing some time. The issue is, is it goes on for''ever'' with basically nothing to do: the first part is basically [[TheMaze a maze]] with absolutely no feedback whether you're doing well or not and darned-near constant annoying tire-screeching sounds, and the second part is a side-scroller where you basically just watch Mario move right until the game decides it's time to let you get back to the adventure. Worse, is unlike other minigames like Midas River or Booster Hill that are mandatory to do one-time, is Moleville Mountain ''gives no rewards whatsoever'' the first time you do it, nor are the rewards for doing it subsequent times any good (just a meager handful of coins with a high-risk of getting nothing). Now's your chance for a bathroom break, because Mario's gonna be busy for a while...

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* ''VideoGame/SuperMarioRPG'' has the Moleville Mountain.Mountain minecart segment. Not that it's difficult, in fact it's actually impossible to lose as there's no penalty for crashing or derailing other than losing some time. The issue is, is it goes on for''ever'' with basically nothing to do: the first part is basically [[TheMaze a maze]] with absolutely no feedback whether you're doing well or not and darned-near constant annoying tire-screeching sounds, and the second part is a side-scroller where you basically just watch Mario move right until the game decides it's time to let you get back to the adventure. Worse, is unlike other minigames like Midas River or Booster Hill that are mandatory to do one-time, is Moleville Mountain ''gives no rewards whatsoever'' the first time you do it, nor are the rewards for doing it subsequent times any good (just a meager handful of coins with a high-risk of getting nothing). Now's your chance for a bathroom break, because Mario's gonna be busy for a while...
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* ''VideoGame/LiesOfP'':
** Chapter VII - Lorenzini Arcade and the Grand Exhibition. It starts off deceptively easy, as the road to the Arcade only contains puppets who are so listless [[spoiler:due to the King of Puppets' recent death]] that they barely put up a fight. Once you reach the Arcade however, the game takes a deep dive into SurvivalHorror, with more advanced forms of the carcasses (most of which inflict decay) being introduced, numerous ambushes, areas blocked off by toxic gas, the Arcade being a bit of a maze, plus several difficult minibosses, including the Jester Puppet who is one of the fastest and most aggressive enemies in the game, to the point where the game gives you backup in the form of several carcass monsters in order to stand half a chance against it. The Grand Exhibition isn't much better, with steampunk robots that pursue you to the ends of the earth, electric bomb throwing puppets harassing you as you try to navigate narrow beams (while a miniboss also stalks the rafters), plus a wrestler miniboss who is insanely fast. The only consolation is that the chapter's boss, Champion Viktor, is one of the easiest in the entire game.
** Chapter IX - Return to Krat Grand Central Station and Collapsing Krat. Much like chapter VII, the first part is a dark slog through the carcass infested station, with even more unpleasant varieties of enemy being introduced, including carcass-infected puppets. Escaping the station leads to Collapsing Krat, which is full of bottomless pits and crystals that cause instant death if not removed quickly enough. The final part of the level introduces the Alchemists, who are all EliteMooks. Like chapter VII, the 2 bosses are relative pushovers compared to the nightmare preceding it.
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* In ''VideoGame/ShinMegamiTensei'' we have the Cathedral which is a dungeon that has about 16 floors total. 8 above ground and 8 under ground where you fight Archangel Michael and Asura respectively. Enjoy the slog for the Neutral ending.

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* In ''VideoGame/ShinMegamiTensei'' ''VideoGame/ShinMegamiTenseiI'' we have the Cathedral which is a dungeon that has about 16 floors total. 8 above ground and 8 under ground where you fight Archangel Michael and Asura respectively. Enjoy the slog for the Neutral ending.
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* ''VideoGame/BaldursGateIII'' has the "Trial of Faith Leap" in Shar's Gauntlet, a SecretPath puzzle that requires players to walk along a hidden path. Straying from this path will, at best, teleport you back to the starting point, or perhaps to one of the platforms that dot the path. At worst, however, it can kill a party member. While memorizing the general path to take is easy enough through TrialAndErrorGameplay, the path becomes particularly narrow and perilous the closer you get to the end, making it ever easier to risk a party member dying and needing a costly resurrection (or SaveScumming). It is considered by many to be the lowest point of an otherwise good game, and it's not uncommon for more experienced players to simply cheese this particular puzzle by [[DungeonBypass casting Fly and simply hop-scotching to the platforms and the end of the puzzle]].
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*** '''Operation: Paladin'', part of the ''Ark Mod'' submodule. You might think that having access to the [[LoadsAndLoadsOfCharacters entirety of Shepard's squadmates across the past two games]] might make the HoldTheLine mission on Palaven's moon to protect a critical outpost much easier. ''Not so.'' Nearly everything in the mission, including what squadmates you bring (ME2 squadmates are recommended to help lighten the load), the enemy fighters you "tag" with a special weapon, the mechs you have onboard and the squadmates you've acquired up to this point all play a factor in the mission's success, and you can (and ''will'') be swarmed by units of high-level enemies that will quickly drop you if you don't know what you're doing. Even seasoned players will find themselves frustrated with the onslaught of enemies, akin to Priority: Earth's final horde mode siege or a Gold-level multiplayer match. Some online sources (including the mod creators themselves) tell players to wait until just before the endgame before attempting this mission.

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*** '''Operation: Paladin'', part of the ''Ark Mod'' submodule. You might think that having access to the [[LoadsAndLoadsOfCharacters entirety of Shepard's squadmates across the past two games]] games might make the HoldTheLine mission on Palaven's moon to protect a critical outpost much easier. ''Not so.'' Nearly everything in the mission, including what squadmates you bring (ME2 squadmates are recommended to help lighten the load), the enemy fighters you "tag" with a special weapon, the mechs you have onboard and the squadmates you've acquired up to this point all play a factor in the mission's success, and you can (and ''will'') be swarmed by units of high-level enemies that will quickly drop you if you don't know what you're doing. Even seasoned players will find themselves frustrated with the onslaught of enemies, akin to Priority: Earth's final horde mode siege or a Gold-level multiplayer match. Some online sources (including the mod creators themselves) tell players to wait until just before the endgame before attempting this mission.
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** From the ''VideoGame/ExpandedGalaxyMod'':
*** The "Evacuation of Thessia" side mission, which plays out via the Galaxy Map, is prone to this. The ''Normandy'' is tasked with ferrying groups of refugees, soldiers and[=/=]or key personnel from the planet's surface, all within a pitched battle between Alliance fleets and Reaper forces that have blockaded the planet. GuideDangIt is in full effect -- there is no real way to know which units are the most valuable from a War Asset standpoint, and if you don't follow a certain chain, you'll [[PermanentlyMissableContent miss out on a Talon Gunship]] that can be deployed within the ''Normandy'''s cargo hold. The Reapers start chasing you more and more quickly as the "rounds" of rescue go on, so much so that unless you've invested into every ship upgrade (including one that is conditional on completing a side mission from the previous game), you will ''always'' be outmatched by the Reapers, who will run you down and cause a Game Over. And your reward for doing all this? Most of the time, you'll condemn numerous Alliance crewmen (up to and including entire fleets) to destruction for a marginal victory, and you can easily screw it up enough that you'll come out of it at a loss.
*** '''Operation: Paladin'', part of the ''Ark Mod'' submodule. You might think that having access to the [[LoadsAndLoadsOfCharacters entirety of Shepard's squadmates across the past two games]] might make the HoldTheLine mission on Palaven's moon to protect a critical outpost much easier. ''Not so.'' Nearly everything in the mission, including what squadmates you bring (ME2 squadmates are recommended to help lighten the load), the enemy fighters you "tag" with a special weapon, the mechs you have onboard and the squadmates you've acquired up to this point all play a factor in the mission's success, and you can (and ''will'') be swarmed by units of high-level enemies that will quickly drop you if you don't know what you're doing. Even seasoned players will find themselves frustrated with the onslaught of enemies, akin to Priority: Earth's final horde mode siege or a Gold-level multiplayer match. Some online sources (including the mod creators themselves) tell players to wait until just before the endgame before attempting this mission.

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* Floor 7 of the Void Quest in ''VideoGame/{{Persona 4}}'' is nothing but intersections that randomly throw you into different directions, so it's all too easy to have an overpowered Shadow ambush you. On top of that, the mandatory midboss is on this level, and skipping it will make you miss out on a key item needed to access the end boss. (Thankfully it's easy to backtrack to.)
** If you rush into the intersections where the camera angle changes, you're going to get lost VERY quickly. But if you go in slowly and carefully, taking a moment to get your bearings after the camera shifts, it's a lot easier. It helps that shadows rarely move close enough to the intersections to rush you.

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* Floor 7 of the Void Quest in ''VideoGame/{{Persona 4}}'' is nothing but intersections that randomly throw you into different directions, so it's all too easy to have an overpowered Shadow ambush you. On top of that, the mandatory midboss is on this level, and skipping it will make you miss out on a key item needed to access the end boss. (Thankfully it's easy to backtrack to.)
** If
) The trick, [[GuideDangIt which you rush into are never told]], is that only the intersections where ''dead center'' of the camera angle changes, intersection will spin you, allowing you to skirt around the sides... but of course, while the Shadows tend to avoid the intersections, they have no trouble chasing you while you're going trying to get lost VERY quickly. But if you go in slowly and carefully, taking a moment to get your bearings after dance around the camera shifts, it's a lot easier. It helps that shadows rarely move close enough to the intersections to rush you.edge.

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*** Teehee Valley saddles you with a EscortMission where you need to protect Princess Peach from being kidnapped by the local {{mooks}}, which is unnecessarily annoying thanks to Peach's ArtificialStupidity. You then have a BossBattle against Trunkle, [[ThatOneBoss which can be fairly difficult if you don't know what you're doing]].
*** Walking along the Seabed can be a pain due to the slow movement speed and awkward swimming controls. Special mention must go to the sections where you have to swim over a bunch of spikes. Thankfully averted in the remake, where you can swim really high. Still kinda awkward when swimming above objects that you'd technically be able to swim over normally, but can't.



*** Walking along the Seabed can be a pain due to the slow movement speed and awkward swimming controls. Special mention must go to the sections where you have to swim over a bunch of spikes. Thankfully averted in the remake, where you can swim really high. Still kinda awkward when swimming above objects that you'd technically be able to swim over normally, but can't.
*** Teehee Valley saddles you with a EscortMission where you need to protect Princess Peach from being kidnapped by the local {{mooks}}, which is unnecessarily annoying thanks to Peach's ArtificialStupidity. You then have a BossBattle against Trunkle, [[ThatOneBoss which can be fairly difficult if you don't know what you're doing]].



** ''VideoGame/MarioAndLuigiBowsersInsideStory'':
***The Flab Zone. Despite being the only main area inside Bowser's body without puzzles that involve Bowser changing the environment from the outside, the Flab Zone is arguably the most difficult and tedious to traverse for other reasons. For starters, the whole area is a huge maze where the main gimmick is asking the local [=NPCs=] for directions. The catch? To get said directions, you first have to play a quiz game with them, where the only way to know the answers to said quiz is listening to a long, gameplay-halting conversation with Bowser before answering a myriad of questions (up to ''seven'' for the final quiz). Get one wrong, and not only you'd lost your chance, but you have to fight a local {{Mook}} to even try again. Playing along with these [=NPCs=] is entirely optional, but that means you'll have to guess the correct path through the labyrinth instead, which can be even ''more'' tedious. Not only that, but the bouncing sections of this level are extremely annoying due to wonky physics. Coupled with a ThatOneBoss fight at the end of the dungeon, and you have what's possibly the most difficult area of the game just halfway through the story.



*** Driftwood Shore. Though the layouts aren't anything too difficult, the enemies are [[GoddamnedBats incredibly annoying]], as they either have ways [[EnemySummoner to bring even more enemies into the battle]] (Fly Guys) or have insanely high defenses that forces you to fight it in a very gimmicky way (Durapurls). The Dream World version isn't any better, as it features Lakitus (another EnemySummoner who can bring [[GoddamnedBats Spinies]] into battle) and Piranha Plants, which can summon Nippers in the background to attack you, effectively giving them ''two'' attacks per turn. [[ArsonMurderAndJaywalking It also features some of the worst NPCs in the entire game]], with both the Mole Hunt Shelltop and the Seadrings being [[TheScrappy widely disliked]] for their annoying gimmicks that only serve as {{Padding}}. Arguably, the only saving grace this whole beach has is its beautiful music and the [[BestBossEver extremely fun boss battle]] against the [[EnsembleDarkhorse Elite Trio]].



*** Driftwood Shore is another example. Though the layouts aren't anything too difficult, the enemies are [[GoddamnedBats incredibly annoying]], as they either have ways [[EnemySummoner to bring even more enemies into the battle]] (Fly Guys) or have insanely high defenses that forces you to fight it in a very gimmicky way (Durapurls). The Dream World version isn't any better, as it features Lakitus (another EnemySummoner who can bring [[GoddamnedBats Spinies]] into battle) and Piranha Plants, which can summon Nippers in the background to attack you, effectively giving them ''two'' attacks per turn. [[ArsonMurderAndJaywalking It also features some of the worst NPCs in the entire game]], with both the Mole Hunt Shelltop and the Seadrings being [[TheScrappy widely disliked]] for their annoying gimmicks that only serve as {{Padding}}. Arguably, the only saving grace this whole beach has its beautiful music and the [[BestBossEver extremely fun boss battle]] against the [[EnsembleDarkhorse Elite Trio]].
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Etrian Odyssey has splitted it's That One Level examples into a separate page.


* ''ThatOneLevel/EtrianOdyssey''



* The ''VideoGame/EtrianOdyssey'' series is a dungeon crawler where drawing your own maps is a major feature. So, of course, being an Atlus game, there's bound to be several levels so sadistically designed that a good map only slightly eases the pain.
** While it may be unfair to list an entire stratum, especially a BrutalBonusLevel, for this trope, the Claret Hollows from the first game and its remake stands out as being one of the most sadistic strata in the whole series, even among the postgames of the other games. Here's why:
*** [=B26F=] is rife with one-way passageways that lock you into a dead end that leads into a warp that returns you to the beginning. Its parallel in ''The Millennium Girl'' merely reduces the number of duds.
*** [=B27F=] mostly consists of a wide open area, littered with invisible pitfalls that drop you into a large open dead-end of the next floor. Said next floor is littered with damage tiles and fast FOEs that can swoop in on your position and ambush you. There's no convenient way to intuit the invisible pitfalls, so it's mostly trial and error; all in all it totals to close to '''300''' pitfalls to navigate around! The remake makes the pitfalls visible, staggers their distribution for an easier mapping time, and applies a BlackoutBasement element to make it harder to see the pitfalls.
*** [=B29F=] is the most tedious teleporter maze, perhaps in the entire series. With more warps and destinations than your icon cap can handle, you will easily find yourself lost and driven [[TitleDrop Half-Mad From Self-Doubt]]. Again, its parallel in the remake only slightly simplifies the maze.
*** To top it all off, in the original, the only shortcut in the stratum is [[CheckpointStarvation right at the very end]], linking the beginning of the stratum to the doors to the ultimate BonusBoss, so if you're making any return trips you must traverse the floors in their entirety. This shortcut is also locked behind a door that mandates defeating another BonusBoss, so if you missed that memo before getting there, it's a ''long'' trip. Mercifully, the remake adds shortcuts in each floor to shorten your return trips, and removes the boss-based locked doors.
** [=B3F=] of Ginnungagap in ''The Fafnir Knight''. When you enter for the first time, you're forced to undergo a trial to the very end. You are unable to use Ariadne Threads to escape the floor (they'll instead take you to the beginning of the floor), and the the F.O.E. of the floor is utterly relentless, chasing you down and preventing you from escaping if it engages you in a battle. Thankfully, saves are disabled, so you can't become permanently stuck in it, but the alternative of losing your progress still stings a lot.
** [=B24F=] of The Drowned City combines [[BlackoutBasement regions that disable auto-mapping]] with tiles that spin the player around and disorient them.
** 25F of ''Beyond the Myth'' is the epitome of the rather annoying anti-gravity mechanic of the 5th Stratum. For context, there are switches throughout the stratum that cause your party to levitate, and while they are in this state, moving will cause you to keep moving in that direction until you hit something, such as a wall, door, or an FOE; functionally, it's like applying FrictionlessIce to the entire dungeon, except it also lets you cross the pits in the floor. 25F in particular requires you to trigger a switch and go through multiple FOE-infested rooms, and the rooms are big and difficult to map when your movement options are so limited. Eventually you hit a second gravity switch, the second one in the entire floor (whereas previous floors have switches at more frequent intervals), to land back on the floor and have to backtrack through all of those rooms full of FOEs just to make your way to the FinalBoss.
** 29F of ''Beyond the Myth'' is not just any teleporter maze -- it's a teleporter maze that sends the player all the way back through the unexplored parts of the lower floors and back up again, traversing rooms with FOEs that frustrate a player trying to thoroughly fill out their map. [[CheckpointStarvation Shortcuts that speed up return trips are scarce]], and from time to time there will be certain teleporters positioned to send the player back to already-explored regions of the map if they enter it from the wrong angle, wasting a lot of time returning to where they left off.
** ''Nexus'' does away with the usual multi-strata mega-dungeon of the previous games, and instead has an overworld and splits its content among several dungeons. After completing story-mandated dungeons, optional one-floor mini-dungeons unlock. These optional levels are also where the game gets devious with level design.
*** The Giant's Ruin can get very irritating because of the deliberately inflated encounter rate. Not helping matters is that this is done to set up FOE gimmicks, as they are statues that will not move or engage in battle until the player already is in battle, but can still block chokepoints at the wrong times. Also, damage tiles there are guaranteed to initiate a battle. To make matters worse, the random monsters have markedly more HP than any non-FOE enemy you've fought up until that point, which gives those statues more time to catch up to you.
*** The Blossom Bridge throws some extremely confusing floating platform puzzles at you that can take hours of frustration to figure out, assuming you don't just give up trying to [[MoonLogicPuzzle figure out the logic behind each puzzle]]. It also has Big Moths, who can generate a swift GameOver by using Confusion Dust to spread Panic to your party so that they can quickly kill themselves while being unable to evade the enemies' attacks.
*** The Illusory Woods makes for a rather rude awakening in the transition to the postgame. Before you even start, the game warns you to make sure you have Ariadne Threads on hand. That's because the [=FOEs=] here can chase you everywhere and can even ''pass through walls''. Once one of them has been alerted to your presence there's no escaping it except by returning to town. To make matters worse, the place is infested with DemonicSpiders that give the FOE more time to close in on you.
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*** Driftwood Shore is another example. Though the layouts aren't anything too difficult, the enemies are [[GoddamnedBats incredibly annoying]], as they either have ways [[EnemySummoner to bring even more enemies into the battle]] (Fly Guys) or have insanely high defenses that forces you to fight it in a very gimmicky way (Durapurls). The Dream World version isn't any better, as it features Lakitus (another EnemySummoner who can bring [[GoddamnedBats Spinies into battle) and Piranha Plants, which can summon Nippers in the background to attack you, effectively giving them ''two'' attacks per turn. [[ArsonMurderAndJaywalking It also features some of the worst NPCs in the entire game]], with both the Mole Hunt Shelltop and the Seadrings being [[TheScrappy widely disliked]] for their annoying gimmicks that only serve as {{Padding}}. Arguably, the only saving grace this whole beach has its beautiful music and the [[BestBossEver extremely fun boss battle]] against the [[EnsembleDarkhorse Elite Trio]].

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*** Driftwood Shore is another example. Though the layouts aren't anything too difficult, the enemies are [[GoddamnedBats incredibly annoying]], as they either have ways [[EnemySummoner to bring even more enemies into the battle]] (Fly Guys) or have insanely high defenses that forces you to fight it in a very gimmicky way (Durapurls). The Dream World version isn't any better, as it features Lakitus (another EnemySummoner who can bring [[GoddamnedBats Spinies Spinies]] into battle) and Piranha Plants, which can summon Nippers in the background to attack you, effectively giving them ''two'' attacks per turn. [[ArsonMurderAndJaywalking It also features some of the worst NPCs in the entire game]], with both the Mole Hunt Shelltop and the Seadrings being [[TheScrappy widely disliked]] for their annoying gimmicks that only serve as {{Padding}}. Arguably, the only saving grace this whole beach has its beautiful music and the [[BestBossEver extremely fun boss battle]] against the [[EnsembleDarkhorse Elite Trio]].

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* ''VideoGame/MarioAndLuigiSuperstarSaga''. Joke's End kind of defines this, as it's long, confusing, and an ice level with creepy and annoying music and teamwork puzzles. The worst part is the fact that you spend most of the area being split up. In the [[VideoGame/MarioAndLuigi Mario & Luigi]] series, only having one brother severely weakens you, preventing you from using Special Attacks or reviving if you get knocked out. Since the enemies in Joke's End are very tough, you're probably gonna spend half the level running from every fight you see just to stay alive. Unless you grind endlessly once you get the bros back together, you'll enter Bowser's Castle severely underleveled.
** Teehee Valley can also be considered this. Having to control Peach who wanders about aimlessly just WAITING to be kidnapped by the Gritty Goombas is certainly no day at the beach. Especially during that damn spin jump puzzle. Your switching of high jump to spin jump has to be QUICK and PRECISE, lest you fail. Then, if that isn't bad enough, you have to time your spin jumps along with ''Peach'', meaning that if she strays from the screen, she'll get kidnapped and you'll have to do it all over again. And you will. Again, and again, and again.
*** Not to mention when you return to Teehee Valley aboard the S.S. Chuckola there's that bleeping red and blue barrel mini game. A timed sliding puzzle where you have to get 6 barrels lined up ten times in less than 200 seconds? No thank you.
** Heck, you won't even be at the first major boss in this game when you do the first of many hair-pullers of the game: The Border Jump. To get into the Beanbean kingdom, you have to jump over a rope that varies in speed. Seems simple, but for some it's really not. Oh, you're using an emulator where the keys are reversed? Good luck with that...
* ''VideoGame/MarioAndLuigiDreamTeam'' has Dreamy Somnom Woods. Why is this place annoying? Well for one thing, it's a gigantic maze based around a tree, with a puzzle right at the start that can easily confuse anyone who doesn't think to look around a bit more before progressing. It's also got quite a lot of easy but somewhat annoying enemies, and comes capped off with ThatOneBoss at the end of the dungeon... and ThatOneBoss at the beginning (to enter you have to fight Pi'illodium, to exit you have to fight the Zeekeeper, at least the first time around). It has really nice music though.

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* ''VideoGame/MarioAndLuigiSuperstarSaga''. Joke's End kind of defines this, ''VideoGame/MarioAndLuigi'':
** ''VideoGame/MarioAndLuigiSuperstarSaga'':
***Joke's End,
as it's a long, confusing, and an ice level confusing labyrinth with creepy difficult puzzles and annoying music and teamwork puzzles. The music, with the worst part is being the fact that you spend most of the area being split up. In the [[VideoGame/MarioAndLuigi Mario & Luigi]] this series, only having one brother Bro. severely weakens you, preventing as it prevents you from using Special Attacks or reviving if you get a knocked out. Since out Bro. And since the enemies in Joke's End are either [[DemonicSpiders very tough, tough]] or [[GoddamnedBats very annoying]], you're probably gonna spend half the level running from every fight you see just to stay alive. [[ForcedLevelGrinding Unless you grind endlessly for a long time]] once you get the bros Bros back together, you'll enter [[TheVeryDefinitelyFinalDungeon Bowser's Castle Castle]] severely underleveled.
** Teehee Valley can also be considered this. Having to control Peach who wanders about aimlessly just WAITING to be kidnapped by the Gritty Goombas is certainly no day at the beach. Especially during that damn spin jump puzzle. Your switching of high jump to spin jump has to be QUICK and PRECISE, lest you fail. Then, if that isn't bad
underleveled (which, funnily enough, you have is actually easier to time your spin jumps navigate because it's far more straightforward and doesn't require the Brothers to be split up).
*** Walking
along with ''Peach'', meaning that if she strays from the screen, she'll get kidnapped Seabed can be a pain due to the slow movement speed and you'll have to do it all over again. And you will. Again, and again, and again.
*** Not to
awkward swimming controls. Special mention when you return must go to Teehee Valley aboard the S.S. Chuckola there's that bleeping red and blue barrel mini game. A timed sliding puzzle sections where you have to get 6 barrels lined up ten times in less than 200 seconds? No thank you.
** Heck, you won't even be at the first major boss in this game when you do the first of many hair-pullers of the game: The Border Jump. To get into the Beanbean kingdom, you have to jump
swim over a rope that varies bunch of spikes. Thankfully averted in speed. Seems simple, but for some it's the remake, where you can swim really not. Oh, high. Still kinda awkward when swimming above objects that you'd technically be able to swim over normally, but can't.
*** Teehee Valley saddles you with a EscortMission where you need to protect Princess Peach from being kidnapped by the local {{mooks}}, which is unnecessarily annoying thanks to Peach's ArtificialStupidity. You then have a BossBattle against Trunkle, [[ThatOneBoss which can be fairly difficult if you don't know what
you're using an emulator doing]].
** ''VideoGame/MarioAndLuigiPartnersInTime'':
*** Toad Town Ruins. Remember Joke's End sequences from the previous entry
where the keys are reversed? Good luck Bros had to explore alone for a good chunk of the dungeon? Well, Toad Town Ruins might be arguably worse, since almost ''the entire'' level involves the Bros and their younger selves being separated the whole time, with that...
* ''VideoGame/MarioAndLuigiDreamTeam'' has Dreamy
special mention going to the Babies' sections, as they are considerably weaker than the adults which makes battles longer and tougher. And for extra fun? ''Every'' enemy here enters the GoddamnedBats category, featuring Shroids, Skellokeys and Love Bubbles. Prepare for a lot of pain when crossing this place. At least there isn't a BossBattle to worry about though.
**''VideoGame/MarioAndLuigiDreamTeam'':
***Dreamy
Somnom Woods. Why is this place annoying? Well for one thing, it's a gigantic maze based around a tree, with a puzzle right at the start that can easily confuse anyone who doesn't think to look around a bit more before progressing. It's also got quite a lot of easy but somewhat annoying enemies, and comes capped off with ThatOneBoss at the end of the dungeon... and ThatOneBoss at the beginning (to enter you have to fight Pi'illodium, to exit you have to fight the Zeekeeper, at least the first time around). It has really nice music though.though.
*** Driftwood Shore is another example. Though the layouts aren't anything too difficult, the enemies are [[GoddamnedBats incredibly annoying]], as they either have ways [[EnemySummoner to bring even more enemies into the battle]] (Fly Guys) or have insanely high defenses that forces you to fight it in a very gimmicky way (Durapurls). The Dream World version isn't any better, as it features Lakitus (another EnemySummoner who can bring [[GoddamnedBats Spinies into battle) and Piranha Plants, which can summon Nippers in the background to attack you, effectively giving them ''two'' attacks per turn. [[ArsonMurderAndJaywalking It also features some of the worst NPCs in the entire game]], with both the Mole Hunt Shelltop and the Seadrings being [[TheScrappy widely disliked]] for their annoying gimmicks that only serve as {{Padding}}. Arguably, the only saving grace this whole beach has its beautiful music and the [[BestBossEver extremely fun boss battle]] against the [[EnsembleDarkhorse Elite Trio]].
**''VideoGame/MarioAndLuigiPaperJam'':
***The third and last visit to Sunbeam Plains can be very frustrating to navigate for beginners, as almost the entire area has been littered with paper terrain which makes it a labyrinth full of dead ends [[GuideDangIt with no indication of where you should go]]. It's a lot easier to complete this part if one knows what they are doing or with a proper guide, but if none of these are available, prepare to spend a good chunk of your time just figuring out the correct path.

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** [[VideoGame/PaperMario64 The original Paper Mario]] is pretty tough in general. Some of the areas most annoying to get through are Shy Guy's Toybox, mostly due to the amount of different types of Shy Guys. The Pyro Guys, who can set you on fire and have rather high attack for this stage, and the Spy Guys, who can knock off some of your abilities. Lavalava Island is also pretty annoying to get through. All the different plants, most of which can poison you and the search for those Yoshi Kids. Also, the Crystal Palace is a bit irritating to get through. The saving grace for the last is the funny moments with the absolutely inept Duplighosts.

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** [[VideoGame/PaperMario64 The original Paper Mario]] is pretty tough isn't too difficult, but it does have some hard or simply tedious areas:
*** Chapter 4
in general. Some It requires a lot of the areas most annoying to get through are backtracking between Shy Guy's Toybox, mostly due Toybox and Toad Town to return all the amount stuff the Shy Guys stole from the residents. The Shy Guys themselves all have seven HP, requiring a couple hits to take down unless you have damage boosters or use the Star Storm power to clear them at once, and one of them, the Spy Guy, can potentially lock you out of your moves with their hammer, while another, Pyro Guy, can deal lots of damage.
*** Lavalava Island. Among its enemies are Jungle Fuzzies which require ButtonMashing to get rid of, and three
different types kinds of Shy Guys. The Pyro Guys, who can set you on fire and have rather high attack for this stage, and the Spy Guys, who can knock off some of your abilities. Lavalava Island is also pretty annoying enemies able to get through. All the different plants, most of which can poison you, all with high health, and you and will need to pick the search for those place apart to find the Yoshi Kids. Also, the Crystal Palace is a bit irritating to Kids.
*** Flower Fields can quickly
get through. The saving grace for the last is the funny moments tedious with its backtracking, dull music before breaking the absolutely inept Duplighosts.Huff Puff Machine, and being populated with lots of DemonicSpiders, and then forcing you to fight [[ThatOneBoss Huff 'n Puff]]. At least it's home to the [[MetalSlime Amayzee Dayzees]] which you can grind against to quickly hit the level cap and trivialize the rest of the game.

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** Nar Shaddaa, near the end of its questline. Attractions included: no PlayerCharacter, fighting your way through trained killers as new, non-Jedi character (Mira), facing bounty hunters with non-Jedi characters most players wouldn't otherwise pick (Mira, Atton, T3- M4) and storming Exchange's boss heavily defended yacht with only two squadmates, who WILL get stomped, even if you pick stronger ones (like Kreia).

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** Nar Shaddaa, near the end of its questline. Attractions included: no PlayerCharacter, fighting your way through trained killers as new, non-Jedi character (Mira), facing bounty hunters with non-Jedi characters most players wouldn't otherwise pick (Mira, Atton, T3- M4) and storming Exchange's boss heavily defended yacht with only two squadmates, who WILL get stomped, even if you pick stronger ones (like Kreia). It goes much smoother in subsequent playthroughs once you have the foresight to [[EmpoweredBadassNormal make Atton a Jedi]] and save all his level-ups until then.
** Lastly there's the DummiedOut planet [[IndustrialWorld M4-78]], which many players say should have stayed gone. Only accessible with the alternate version of the Restored Content GameMod, it's viewed as a slog to play through with an endless series of {{Fetch Quest}}s and puzzles [[spoiler:as well as the entire storyline being a ShaggyDogStory with the Jedi Master you were seeking GettingABridgeDroppedOnHim]]. The general consensus among the playerbase is to go through it once for the additions to the game's overall story then drop it forever.
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** The Pirate's Grotto in ''The Thousand Year Door. It is very long, the enemies can be a pain and there is the boat section involving dodging waves that might be the most frustrating part of the game.

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** The Pirate's Grotto in ''The Thousand Year Door.Door''. It is very long, the enemies can be a pain and there is the boat section involving dodging waves that might be the most frustrating part of the game.
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*** Oh, and just for fun, both the Armature fight and the boss fight against the Krogan Battlemaster? Both preceded by unskippable cutscenes before the fight but after the autosave (since you can't save in combat, that means you start from before the cutscene). The run-up to the Battlemaster fight must be going for some kind of record, as it is preceded (between autosave and fight) by an unskippable dialogue, an elevator loading screen, and then another unskippable dialogue before going straight into the fight.

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*** Oh, and just for fun, both the Armature fight and the boss fight against the Krogan Battlemaster? Both preceded by unskippable cutscenes before the fight but after the autosave (since you can't save in combat, that means you start from before the cutscene). The run-up to the Battlemaster fight must be going for some kind of record, as it is preceded (between autosave and fight) by an unskippable dialogue, an elevator loading screen, and then another unskippable dialogue before going straight into the fight. This was very mercifully fixed in the ''[[{{Remaster}} Legendary Edition]]''.
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** Battle Arena. You have 1 minute to defeat a random monster with difficulty scaling up. The catch? The arena is a 3x3 square. To win a single battle, you need to win 3 fights on 3 squares so they form a line, tic-tac-toe style. There's a minimum of 250 battles to complete the quest. You're allowed only one combatant and the rest of your party is automatically locked-up. Battle Arena is completely optional, but if you skip it you'll be missing out some very good quest rewards.

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** Battle Arena. You have 1 minute to defeat a random monster with difficulty scaling up. The catch? The arena is a 3x3 square. To win a single battle, you need to win 3 fights on 3 squares so they form a line, tic-tac-toe TabletopGame/TicTacToe style. There's a minimum of 250 battles to complete the quest. You're allowed only one combatant and the rest of your party is automatically locked-up. Battle Arena is completely optional, but if you skip it you'll be missing out some very good quest rewards.
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* The Harena Ruins in ''VideoGame/BravelyDefault''. Only three floors, but this is early enough in the game that you're still trying to work out which jobs work best with whom. The entire area is filled with StatusEffects-spamming enemies - damage-sponge Sandworms that inflict Blind, Venomous Snakes with Poison, and Great Caits with Silence. There are also ''traps'' that inflict Blind to the ''entire party'' if you fall victim to them, and they're frequently placed such that if you don't move the right way ''immediately'' once they trip they'll hit you. They can be avoided if you level up a character's Freelancer job until they have Dungeon Master, but this, again, is early enough in the game you likely haven't. At the end is a DualBoss fight where one of the opponents can heal himself with ''your'' Potions, and the other deals massive damage and Silences you - and the game doesn't inform you that [[spoiler:you only need to kill the former of the two, as the latter will run off when either of them reach half health]], meaning you're likely to waste resources.
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* ''VideoGame/CodeVein'' has the Cathedral of Sacred Blood. The map is enormous and labyrinthine, with nearly identical passages throughout the length of it, a large number of powerful enemies (including a horde attack in an enclosed area), and the risk of falling to your death just trying to navigate it. This area also introduces [[spoiler:the Successors' Vestiges]], which are scattered throughout the map and only visible as a small red glow. Miss even one before facing the boss, and you're locked out of the GoldenEnding unless you reload and try again. The game does offer a break at the halfway point, after the mid-boss, to explore a different stage altogether (and obtain a very versatile Blood Code), but woe betide you if you forget to activate the mistle after said mid-boss to return.
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* ''VideoGame/Cyberpunk2077'' has "(Don't Fear) The Reaper", a secret final story mission that entails V and Johnny launching a one-man raid on Arasaka HQ. As opposed to the other final story missions, you will have no back-up at all: it's only you against the most powerful footsoldiers and machines Arasaka can throw at you. Compounding the difficulty is the fact that your maximum HP is reduced by 25% at the start of the quest, ''and falling''. You also only get one shot at making it to the end, and no mid-quest saves: if you die, the credits will roll, and you don't get to retry unless you reload a save from before you started it. The odds are stacked firmly against you, and the game treats this as a SuicideMission: if you actually make it through and live to tell the tale, you will have earned your place as one of the greatest Edgerunners in history!
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* ''VideoGame/SuperMarioRPG'' has Moleville Mountain. Not that it's difficult, in fact it's actually impossible to lose as there's no penalty for crashing or derailing other than losing some time. The issue is, is it goes on for''ever'' with basically nothing to do: the first part is basically [[TheMaze a maze]] with absolutely no feedback whether you're doing well or not and darned-near constant annoying tire-screeching sounds, and the second part is a side-scroller where you basically just watch Mario move right until the game decides it's time to let you get back to the adventure. Worse, is unlike other minigames like Midas River or Booster Hill that are mandatory to do one-time, is Moleville Mountain ''gives no rewards whatsoever'' the first time you do it, nor are the rewards for doing it subsequent times any good (just a meager handful of coins with a high-risk of getting nothing). Now's your chance for a bathroom break, because Mario's gonna be busy for a while...
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** [[UnderTheSea Atlantica]] level. In fact, it's easily the most reviled level in the game, though Monstro (which comes ''directly before it'') is heavily competing for the title. What makes it so frustrating is the UnexpectedGameplayChange from jumping to swimming, and the controls for going up and down are very unintuitive. This also means a lot of Sora's attacks and abilities don't carry over, including several of his powerful finishing moves, and you have to change up his abilities every time you go to Atlantica. It's also home to ThatOneBoss, Ursula, who has a gimmick that's not only frustrating to figure out, but damn near impossible to do on Proud Mode.

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** [[UnderTheSea Atlantica]] level.Atlantica]]. In fact, it's easily the most reviled level in the game, though Monstro (which comes ''directly before it'') is heavily competing for the title. What makes it so frustrating is the UnexpectedGameplayChange from jumping to swimming, and the controls for going up and down are very unintuitive. This also means a lot of Sora's attacks and abilities don't carry over, including several of his powerful finishing moves, and you have to change up his abilities every time you go to Atlantica. It's also home to ThatOneBoss, Ursula, who has a gimmick that's not only frustrating to figure out, but damn near impossible to do on Proud Mode.



*** Monstro was basically the Kingdom Hearts version of the infamous Water Temple. Those six chambers look exactly the same, and if you got lost just once, unless you had a ''really'' good sense of direction, you had to start all over again. At least Atlantica tried to help you stay slightly oriented by putting trident marks on the walls to point you to the palace. Monstro? No such luck. Also, in Monstro, if you come out onto a ledge, chances are, Heartless are going to spawn and they will kick you off and you have no way of getting back up onto that ledge once you're done with them. At least in the Water Temple, enemies stayed where they spawned unless you got too close to them.

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*** Monstro was is basically the Kingdom Hearts ''Kingdom Hearts'' version of the infamous [[VideoGame/TheLegendOfZeldaOcarinaOfTime Water Temple. Temple.]] Those six chambers look exactly the same, and if you got lost just once, unless you had a ''really'' good sense of direction, you had have to start all over again. At least Atlantica tried to help you stay slightly oriented by putting trident marks on the walls to point you to the palace. Monstro? No such luck. Also, in Monstro, if you come out onto a ledge, chances are, Heartless are going to spawn and they will kick you off and you have no way of getting back up onto that ledge once you're done with them. At least in the Water Temple, enemies stayed where they spawned unless you got too close to them.
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** And then there's the Dark Forest, an [[TheMaze endless maze]] of trees with dead-ends and lots of enemies. You ''will'' get very lost very fast. The game is merciful by giving you a subtle hint -- the trees in the foreground sometimes have demons in them, and if you follow the paths with the demons you'll find the exit. Of course, the game never tells you this. And to add to the insanity, when you get to the bridge and beat the boss, you find out it isn't over - the forest is split into two sections, you've still got Part 2 to go, and Part 2 also has a boss.

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** And then there's the Dark Forest, an [[TheMaze endless maze]] of trees with dead-ends and lots of enemies. You ''will'' get very lost very fast. The game is merciful by giving you a subtle hint -- the trees in the foreground sometimes have demons in them, and if you follow the paths with the demons you'll find the exit. Of course, the game never tells you this. And to add to the insanity, when you get to the bridge and beat the boss, you find out it isn't over - the forest is split into two sections, you've still got Part 2 to go, and Part 2 also has a boss. This all is also without mentioning the fact that there's an alchemist found at one of the dead ends off the actual path with an alchemy formula for you and if you took the time to pull the Oglin up from the well at the start of Gothica, then he'll be at ''another'' dead end to offer you a charm, one of which can only be gotten here and only if you had gotten the Thug's Cloak beforehand.
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** The Karlloon Shrine isn’t particularly difficult on its face, but it’s frustrating for a different reason: it’s one of only two dungeons you can’t later return to. Trying for [[OneHundredPercentCompletion 100% Completion]] and missed a chest? Too bad!

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** The Karlloon Shrine isn’t particularly difficult on its face, but it’s frustrating for a different reason: it’s one of only two dungeons you can’t later return to. Trying for [[OneHundredPercentCompletion 100% Completion]] and missed a chest? chest? Too bad!



** Not only is Gratze Dungeon full of some of the toughest enemies in the game, but you’re trapped there until you escape, which is rare for this game. Also, much like the Karlloon Shrine, you can’t return, so hopefully you got everything the first time…

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** Not only is Gratze Dungeon full of some of the toughest enemies in the game, but you’re trapped there until you escape, which is rare for this game. Also, much like the Karlloon Shrine, you can’t return, so hopefully you got everything the first time…

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* ''VideoGame/Lufia2RiseOfTheSinistrals'' has a few good candidates:

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* ''VideoGame/Lufia2RiseOfTheSinistrals'' ''VideoGame/LufiaIIRiseOfTheSinistrals'' has a few good candidates:


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** The Karlloon Shrine isn’t particularly difficult on its face, but it’s frustrating for a different reason: it’s one of only two dungeons you can’t later return to. Trying for [[OneHundredPercentCompletion 100% Completion]] and missed a chest? Too bad!


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** Dragon Mountain is long, full of tough monsters, and is home to both [[ThatOnePuzzle the annoying grass-burning puzzle]] and [[ThatOneSidequest The World’s Most Difficult Trick]].
** Not only is Gratze Dungeon full of some of the toughest enemies in the game, but you’re trapped there until you escape, which is rare for this game. Also, much like the Karlloon Shrine, you can’t return, so hopefully you got everything the first time…
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* ''VideoGame/Lufia2RiseOfTheSinistrals''has a few good candidates:

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* ''VideoGame/Lufia2RiseOfTheSinistrals''has ''VideoGame/Lufia2RiseOfTheSinistrals'' has a few good candidates:
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* ''VideoGame/Lufia2RiseOfTheSinistrals''has a few good candidates:
** When you tackle the Northeast Tower, your party is comprised of two solely physical fighters and your main character, who very much leans on the “knight” side of MagicKnight. The monsters there, who are a step up from anything you’ve faced so far, love to spam party-hitting attacks, which means Maxim - your sole healer - is going to be running out of MP like he sprung a leak.
** The Dankirk North Cave is both relatively long and full of confusing puzzles. And after you tackle the first part - home of said confusing puzzles - you get to go into the basement, which is crawling with [[DemonicSpiders super-powerful]] [[JapaneseRanguage Asashins]].

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* ''VideoGame/CrossCode'' gives us Grand Grys'kajo. It's where Lea obtains both the Shock and Wave elements, but getting there is an exercise in patience. The whole temple is a MarathonLevel, since it's actually three separate dungeons. You can get Wave and Shock in any order, but both sections have long puzzles where [[DifficultySpike the timing of certain elements starts to become a factor]], the enemy rooms are harder, and multiple new puzzle mechanics are introduced. Grand Grys'kajo itself is the the final third, but it can't be accessed until another quest is completed where Lea and company deal with [[AIIsACrapshoot an out-of-control anti-virus program]] and a mob of Shad blocking the entrance. This quest requires you to move far away from the temple, all the way across the previous area, before you're allowed to head back. Once the main temple finally opens, it combines all of the elements from the two smaller temples and turns them UpToEleven, including throwing in a RecurringBoss. All of this ends up making Grand Grys'kajo a chore to clear.

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* ''VideoGame/CrossCode'' gives us Grand Grys'kajo. It's where Lea obtains both the Shock and Wave elements, but getting there is an exercise in patience. The whole temple is a MarathonLevel, since it's actually three separate dungeons. You can get Wave and Shock in any order, but both sections have long puzzles where [[DifficultySpike the timing of certain elements starts to become a factor]], the enemy rooms are harder, and multiple new puzzle mechanics are introduced. Grand Grys'kajo itself is the the final third, but it can't be accessed until another quest is completed where Lea and company deal with [[AIIsACrapshoot an out-of-control anti-virus program]] and a mob of Shad blocking the entrance. This quest requires you to move far away from the temple, all the way across the previous area, before you're allowed to head back. Once the main temple finally opens, it combines all of the elements from the two smaller temples and turns amps them UpToEleven, up, including throwing in a RecurringBoss. All of this ends up making Grand Grys'kajo a chore to clear.
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Moved as there are two games called Earthbound on this wiki.


* ''Videogame/EarthBound'':

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* ''Videogame/EarthBound'':''Videogame/EarthBound1994'':
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* The 13-floor BonusDungeon Pork City in ''VideoGame/TheWorldEndsWithYou''. On every floor, you're confined to using one brand of pin and unbranded pins, which will especially suck if there's a brand whose pins you don't give a crap about. Worse yet, the Noise in this level consist almost entirely of [[GoddamnedBats Goddamned Frogs]]; namely, red Brassbanfrogs that absorb long range attacks, and yellow Tradishfrogs that dish out plenty of damage. And of course, on the roof after clearing the 13th floor, you face ThatOneBoss Panthera Cantus, who can kill you in 2-3 hits even if you are at level 100.

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* The 13-floor BonusDungeon Pork City in ''VideoGame/TheWorldEndsWithYou''. On every floor, you're confined to using one brand of pin and unbranded pins, which will especially suck if there's a brand whose pins you don't give a crap about. Worse yet, the Noise in this level consist almost entirely of [[GoddamnedBats Goddamned Frogs]]; namely, red Brassbanfrogs that absorb long range attacks, and yellow Tradishfrogs that dish out plenty of damage. And of course, on the roof after clearing the 13th floor, you face ThatOneBoss the game's {{superboss}} Panthera Cantus, who can kill you in 2-3 hits even if you are at level 100.100. You briefly visit Pork City in the main story, but you only go to a couple floors before the less difficult bu still challenging fight with Leo Cantus.

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** ''VideoGame/DragonQuestIII'': The cave to the Necrogond. Not nearly as frustrating as the Road to Rhone in the previous game, but tough nonetheless.
** The Dharma Temple/All Trades Abbey in ''VideoGame/DragonQuestVII'' fits this trope to a T, as well. Dharma Temple being the place you typically obtain new classes and skills in Dragon Quest, instead you're [[spoiler:thrown into an extremely difficult dungeon that you cannot exit while having your skills sealed away.]] Good luck if you didn't think to buy any Medicinal Herbs beforehand!

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** ''VideoGame/DragonQuestIII'': The cave to the Necrogond. Not nearly as frustrating as the Road to Rhone in the previous game, but tough nonetheless.
nonetheless. One enemy, Armfuls[[note]]whose name changes depending on what localization you're playing[[/note]] can attack twice per turn, and have party-wide hitting paralysis breath that hits. In this game, it's a TotalPartyWipe if your party is dead ''and'' paralyzed.
** The Dharma Temple/All Trades Temple/Alltrades Abbey in ''VideoGame/DragonQuestVII'' fits this trope to a T, as well. Dharma Temple being the place you typically obtain new classes and skills in Dragon Quest, instead you're [[spoiler:thrown into an extremely difficult dungeon that you cannot exit while having your skills sealed away.]] Good luck if you didn't think to buy any Medicinal Herbs beforehand!beforehand!
** Dark Ruins in ''VideoGame/DragonQuestVIII'' is packed with DemonicSpiders and GoddamnedBats. Over-leveling will not do you much good, as they can withstand a bit of punishment. If you're playing the UsefulNotes/Nintendo3DS version, random encounters can spawn in narrow hallways, forcing you to fight them.

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