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** The SmashMook polar bears in Snowveil are initially passive until Tevi draws near or attacks, but will make you regret pissing them off. They're beefy bruisers with a lot of health, and their attacks can inflict massive wide-area damage as well as significant knockback. They're also surprisingly fast for their bulk, letting them catch you off guard with a sudden lunge or spray of bullets.
** The red crystals in the [[spoiler:Sinner's Oath]] don't show up frequently, but can easily ruin the room when they do. They fire complex barrages of bullets and lasers in every direction, can generally pierce walls to make cover and distance irrelevant, and each uses has a different pattern as to make them less predictable. Hits from them will deal massive damage and potential blowback along with the usual hitstun, which is ''not'' something that you want to let hit you while you traverse PlatformHell.

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** The SmashMook polar bears in Snowveil are initially passive until Tevi draws near or attacks, but will make you regret pissing them off. They're beefy bruisers with a lot of health, and their attacks can inflict massive wide-area damage as well as significant knockback.knockback, potentially hurling you into other enemies or hazards. They're also surprisingly fast for their bulk, letting them catch you off guard with a sudden lunge or spray of bullets.
** The red crystals in the [[spoiler:Sinner's Oath]] don't show up frequently, but can easily ruin the room when they do. They fire complex barrages of bullets and lasers in every direction, can generally pierce walls to make cover and distance irrelevant, and each one uses has a different pattern as to make them less predictable. Hits from them will deal massive damage and potential blowback along with the usual hitstun, which is ''not'' something that you want to let hit you while you traverse PlatformHell.



** The Misty Maze on paper is a relatively non-threatening area with sparse enemies and hazards. Good luck ''navigating'' this maze, however, as it's a sprawling expanse of similar-looking rooms where the paths don't necessarily connect to the adjacent room on the map, meaning that every exit may lead anywhere from the next room to one on the other side of the zone, rendering your minimap useless. Sometimes, you can even go into one room, then go back the way you came and end up in somewhere completely different; other times, you'll think you've gotten the right path, only to be blocked by a wall that can only be broken from the other side. On your first trip there, you'll have a small hint in reaching the level boss Roleo by virtue of the trail of roses leading to him, but you're deprived of even that tiny advantage if you want to grab all the items (or worse, 100% the map), upon which you're almost certainly screwed without the use of a guide or a ''lot'' of trial and error. The [[spoiler:Dreamer's Keep]] later in the game reuses this gimmick while adding in lots of enemies and spikes that can easily send you packing, [[spoiler:needs you to find four objectives to activate a warp to the level boss, and has a midboss in the form of the aforementioned Illusion Alius]], but is also a lot smaller in return. It got to the point where both of them had to be nerfed in later patches: the Misty Maze now has an Aetherlift at the very bottom which permanently clears the fog when unlocked, allowing the area to be explored freely without the room-warping gimmick, while [[spoiler:Dreamer's Keep]] was first given unique background walls to hint at the correct paths, then reworked entirely without the maze gimmick.

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** The Misty Maze on paper is a relatively non-threatening area with sparse enemies and hazards. Good luck ''navigating'' this maze, however, as it's a sprawling expanse of similar-looking rooms where the paths don't necessarily connect to the adjacent room on the map, meaning that every exit may lead anywhere from the next room to one on the other side of the zone, rendering your minimap useless. Sometimes, you can even go into one room, then go back the way you came and end up in somewhere completely different; other times, you'll think you've gotten the right path, only to be blocked by a wall that can only be broken from the other side. On your first trip there, you'll have a small hint in reaching the level boss Roleo by virtue of the trail of roses leading to him, but you're deprived of even that tiny advantage if you want to grab all the items (or worse, 100% the map), upon which you're almost certainly screwed without the use of a guide or a ''lot'' of trial and error. The [[spoiler:Dreamer's Keep]] later in the game reuses used to reuse this gimmick while adding in lots of enemies and spikes that can easily send you packing, [[spoiler:needs you to find four [[spoiler:four objectives that had to be found to activate a warp to the level boss, and has a midboss in the form of the aforementioned Illusion Alius]], but is was also a lot smaller in return. It got to the point where both of them had to be nerfed in later patches: the Misty Maze now has an Aetherlift at the very bottom which permanently clears the fog when unlocked, allowing the area to be explored freely without the room-warping gimmick, room-warping, while [[spoiler:Dreamer's Keep]] was first given unique background walls to hint at the correct paths, then reworked entirely without the maze gimmick.

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** Almost any enemy that has some form of TakingYouWithMe will be this, as it essentially forces you to fight them at range or suffer unavoidable damage and knockback from when they explode. The earlier ones will just explode, but as the game progresses, they'll gain the ability to explode into bullets or bomblets, or worse, lingering stage hazards like fire. Bonus points if you're forced to fight them in a cramped space on top of that.

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** Almost any enemy that has some form of TakingYouWithMe will be this, as it essentially forces you to fight them at range or suffer unavoidable damage and knockback from when they explode. The earlier ones will just explode, but as the game progresses, they'll gain the ability to explode into bullets or bomblets, or worse, lingering stage hazards like fire. fire, while others also have the ability to ''suck you in'' before exploding. Bonus points if you're forced to fight them in a cramped space on top of that.that.
** The Palace of Ana Thema and certain other areas like Ulvosa are staffed by large Magitech golems that can take a beating and will spray complicated projectile patterns and lasers in every direction, which is bad enough alone, but can get really nasty if other enemies are also in the room. Furthermore, while attacking, some of them will [[AttackReflector reflect your bullets back at you]], dealing damage proportional to the hit that triggered the effect; on higher difficulties, mistakenly hitting them with a charged attack can result in a huge chunk of Tevi's HP being ripped off in an instant, forcing you to only rely on melee attacks during the downtimes between their BulletHell.
** The unicorns in the Evernight Garden have gigantic defenses and a powerful HealingFactor that, combined with the Sanctuary debuff that's inflicted on the initial trip to the Garden (which halves damage output and increases damage taken when attacking) makes them nigh unkillable. Offensively, they threaten with homing bolts and ricocheting lasers that deal heavy damage, as well as their large size letting them easily deal CollisionDamage. The only caveat is that they're totally passive until attacked, but if you happen to graze one by accident, all you can do is hope to escape the room ASAP. There's also an achievement that requires you to kill a unicorn, but it can be more easily obtained on subsequent visits to the Evernight Garden where Tevi no longer has Sanctuary.


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** The SmashMook polar bears in Snowveil are initially passive until Tevi draws near or attacks, but will make you regret pissing them off. They're beefy bruisers with a lot of health, and their attacks can inflict massive wide-area damage as well as significant knockback. They're also surprisingly fast for their bulk, letting them catch you off guard with a sudden lunge or spray of bullets.
** The red crystals in the [[spoiler:Sinner's Oath]] don't show up frequently, but can easily ruin the room when they do. They fire complex barrages of bullets and lasers in every direction, can generally pierce walls to make cover and distance irrelevant, and each uses has a different pattern as to make them less predictable. Hits from them will deal massive damage and potential blowback along with the usual hitstun, which is ''not'' something that you want to let hit you while you traverse PlatformHell.
** The final story area, [[spoiler:the Phantasmic Palace]], is staffed with elite knights that are the strongest normal enemies faced, to the point where each one can qualify as a BossInMookClothing. The sword knights have a HealingFactor and the ability to create temporary duplicates, and in addition to their powerful slashing attacks, can catch you off guard with a sudden ground slam with a huge area of effect, or a repeated plunging attack that creates explosions of bullets. The archers are more nimble, able to teleport and leap around while bombarding Tevi with barrages of arrows, many of which have secondary effects like bounces, explosions, lasers, or odd curving trajectories. The shield knights are the tankiest of the bunch with a shield that blocks attacks, powerful thrusts and shockwaves, and the ability to periodically gain the Range Reflect buff, forcing you to engage them up close where their natural aura will also shred Tevi's defense. On top of this, all of them have a titanic amount of health and just as much damage while inflicting various debilitating debuffs, which makes dealing with individual ones a hassle, much less groups of them.


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** Like the previous game, many flying enemies with ranged abilities can qualify as this. Special mention goes to the small Magitech drones that are found in some capacity in almost every area, as they generally have a way to have their attacks lock on to Tevi from anywhere on the screen.
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Renamed one trope.


* TheyChangedItSoItSucks: One of the biggest criticisms of the game relative to VideoGame/RabiRibi is how the previous game's famously lenient SequenceBreaking is no longer present, with major movement upgrades and most boss fights being locked behind progression points, and exploration mostly rewarding players with more items instead of being able to walk into boss fights or progression points by accident. This is accepted as a NecessaryDrawback for the game to have a coherent storyline as opposed to Rabi-Ribi's [[NoPlotNoProblem near absence of a serious narrative]] allowing for unrestricted sequence breaking, although whether or not the tradeoff was ''worth'' it is a point of debate. The Free Roam mode (which makes the progression nonlinear in a similar vein to Rabi-Ribi and restores its hidden techs) did little to rectify this, as the mode only becomes unlocked after the player's first clear, although it ''was'' somewhat rectified with a later update which removed this restriction, allowing players to do Free Roam on their first run (although the game explicitly warns against doing it).

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* TheyChangedItSoItSucks: TheyChangedItNowItSucks: One of the biggest criticisms of the game relative to VideoGame/RabiRibi is how the previous game's famously lenient SequenceBreaking is no longer present, with major movement upgrades and most boss fights being locked behind progression points, and exploration mostly rewarding players with more items instead of being able to walk into boss fights or progression points by accident. This is accepted as a NecessaryDrawback for the game to have a coherent storyline as opposed to Rabi-Ribi's [[NoPlotNoProblem near absence of a serious narrative]] allowing for unrestricted sequence breaking, although whether or not the tradeoff was ''worth'' it is a point of debate. The Free Roam mode (which makes the progression nonlinear in a similar vein to Rabi-Ribi and restores its hidden techs) did little to rectify this, as the mode only becomes unlocked after the player's first clear, although it ''was'' somewhat rectified with a later update which removed this restriction, allowing players to do Free Roam on their first run (although the game explicitly warns against doing it).

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* TheyWastedAPerfectlyGoodCharacter: Several, mostly due to the rushed pacing of the ending act, to a point where some wonder if their stories were ''intentionally'' left open ended for the sake of releasing DLC:

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* TheyWastedAPerfectlyGoodCharacter: Several, mostly due to the rushed pacing of the ending act, to a point where some wonder if their stories were ''intentionally'' left open ended for the sake of releasing DLC:DLC:
** Greasetrap is supposedly one of Tevi's closest friends and one of the few links to her past, [[spoiler:to the point where he's alongside Zema in the illusion Tahlia uses to tempt her]], but not only does the game abruptly introduce him in a questline with no prior buildup, [[spoiler:Caprice kills him at the end of that same questline, leaving his history with Tevi as an InformedAttribute.]] To a certain extent, [[spoiler:Cyril's death]] is sometimes viewed as similarly wasteful, [[spoiler:but Cyril at least has the benefit of being built up and foreshadowed beforehand, as well as having a more elaborate connection to Sable.]]



** Memloch is supposed to be one of the most mysterious and powerful anima from the age of humans, has history with Dahlia along with being teased in the prologue, and is one of the only things that can truly purify Decay. When he's fought and defeated, turns out he's unable to leave the castle without royal magic, so he leaves Tevi with a {{Macguffin}} and disappears from the plot, only being mentioned in passing for the rest of the game.



** Almost everything about [[spoiler:Voodoo is a complete mystery, despite them following Tevi for the entire game indicating that they play a more major role.]] Although they're in league with Vassago, they also seem to know much more than he does and claims to have watched over Az for far longer than one would expect, yet the game never elaborates on it. As for their role later in the game, [[spoiler:they give Tevi a single-use bell that will let them warp back to Voodoo in the Phantasmic Palace, delivering it in a cryptic way that suggests its importance...and then turns out that the bell really is just a one-time escape rope, and it has no effect on the storyline outside of two changed lines of dialogue.]]
** [[spoiler:The Revenance, much like Tahlia, [[DiabolusExMachina comes out of nowhere with little to no foreshadowing]] as a twist villain. Unlike Tahlia, who does get some detail into her backstory and motives, Revenance is dispatched with just short of no elaboration on what they are and what they want, despite raising some interesting implications about the nature of decay as the antithesis of mana and change.]]

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** Almost everything about [[spoiler:Voodoo is a complete mystery, despite them following Tevi for the entire game indicating that they play a more major role.]] Although they're in league with Vassago, they also seem to know much more than he does and claims to have watched over Az for far longer than one would expect, yet the game never elaborates on it. As for their role later in the game, [[spoiler:they give Tevi a single-use bell that will let them warp back to Voodoo in the Phantasmic Palace, delivering it in a cryptic way that suggests its importance...and then turns out that the bell really is just a one-time escape rope, and it has no effect on the storyline outside of two changed lines of dialogue. They are seen in the credits doing something with Sable's body, suggesting that they'll be relevant in the future, but only time will tell.]]
** [[spoiler:The Revenance, much like Tahlia, [[DiabolusExMachina comes out of nowhere with little to no foreshadowing]] as a twist villain. Unlike Tahlia, who does get some detail into her backstory and motives, Revenance is dispatched with just short of no elaboration on what they are and what they want, despite raising some interesting implications about the nature of decay as the antithesis of mana and change.]]]]
* TheyWastedAPerfectlyGoodPlot: One of the most common criticisms of the game's story is that it has a tendency to casually introduce potential plotlines, tease at elaborating on them, and then ultimately not resolve them. A few examples: [[spoiler:the topic of FantasticRacism between humans and beastkin is completely dropped following Frankie's fight and subsequent death, both Barados and Tybrious are ultimately free to continue their debauchery (although the latter's position is threatened by Celia at the end of the game), Sabrina's ultimate fate is left ambiguous (but ultimately grim) despite it being Sable's main goal, the main cities of the world are almost completely left behind after their respective focus chapters, and much of the history behind the royal family, Charon, and decay/alembics are left ambiguous despite their importance to the background lore. In fact, the main trio don't get as much backstory as one would expect either - the circumstances of Tevi's past and upbringing aren't elaborated on much, nothing is known about Celia prior to her service as a data collector, and Sable has no concrete origin story despite it being constantly teased throughout the game.]] Like the above, some of these may get more attention in future updates, but only time will tell.
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** Tybrious' attack where he locks onto Tevi and repeatedly dashes back and forth while trying to stab her. The dashes come out so fast that it will take the most precise of rapid jumping and quick-dropping to evade each one, and as a melee attack Core Expansion won't save you either. Alternatively, you can try and "parry" each hit by striking Tybrious mid-dash (as enemies that have recently been hit can't do contact damage), but the game never indicates you can even do this, as no boss before or even after Tybrious ever reuses the mechanic.

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** Tybrious' attack where he locks onto Tevi and repeatedly dashes back and forth while trying to stab her. The dashes come out so fast that it will take the most precise of rapid jumping and quick-dropping to evade each one, and as a melee attack Core Expansion won't save you either. Alternatively, you can try and "parry" each hit by striking Tybrious mid-dash (as enemies that have recently been he is unable to do melee damage for a brief period after being hit can't do contact damage), while dashing), but the game never indicates you can even do this, as no boss before or even after Tybrious ever reuses the mechanic.
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** Caprice has a particularly annoying attack in the racoon mines she'll throw around the arena, which persist ''indefintely'' and will inflict Paralyze on hit, which can screw you over when fighting Caprice herself due to the regular stun and damage. The mines can be blown up using cross bombs, but this arguably makes things worse, as they'll instead turn into bouncing bullets that last for ''at least a minute'' and ''can't'' be destroyed, which will overlap with Caprice's patterns to hit you for cheap damage, or even nail you when you're stuck in place trying to punish Caprice. The plus side is Tevi can abuse MercyInvincibility to set off the mines, since the debuff won't stack.

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** Caprice has a particularly annoying attack in the racoon mines she'll throw around the arena, which persist ''indefintely'' ''indefinitely'' and will inflict Paralyze on hit, which can screw you over when fighting Caprice herself due to the regular stun and damage. The mines can be blown up using cross bombs, but this arguably makes things worse, as they'll instead turn into bouncing bullets that last for ''at least a minute'' and ''can't'' be destroyed, which will overlap with Caprice's patterns to hit you for cheap damage, or even nail you when you're stuck in place trying to punish Caprice. The plus side is Tevi can abuse MercyInvincibility to set off the mines, since the debuff won't stack.
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Spelling/grammar fix(es)


* PlayTheGameSkipTheStory: TEVI's gameplay is generally well recieved as an extensively made Metroidvania-platformer with an extremely satisfying combat system and a huge, vibrant world to explore. The plot on the other hand tends to be more controversial, due to a combination of its sheer length, abundance of JRPG cliches, and various pacing issues, although the characters and voice acting tend to recieve more praise.

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* PlayTheGameSkipTheStory: TEVI's gameplay is generally well recieved received as an extensively made Metroidvania-platformer with an extremely satisfying combat system and a huge, vibrant world to explore. The plot on the other hand tends to be more controversial, due to a combination of its sheer length, abundance of JRPG cliches, and various pacing issues, although the characters and voice acting tend to recieve receive more praise.
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* BreatherBoss: [[spoiler:Cyril]] is sandwiched between the sequence in [[spoiler:Dreamer's Keep with Illusion Alius and Charon]] and the [[spoiler:finale against Tahlia and the Revenance]], and is generally more lenient than any of them. A lot of his patterns are relatively simple compared to even some of the bosses before him, he doesn't have that much health and staggers more easily due to giving himself High Velocity, and he lacks any real gimmicks, with his [[spoiler:Shadow Armor being negated if you can just maintain a high combo rank]].

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* BreatherBoss: [[spoiler:Cyril]] is sandwiched between the sequence in [[spoiler:Dreamer's Keep with Illusion Alius and Charon]] and the [[spoiler:finale against Tahlia and the Revenance]], and is generally more lenient than any of them. A lot of his patterns are relatively simple compared to even some of the bosses before him, he doesn't have that much health and staggers more easily due to giving himself High Velocity, and he lacks any real gimmicks, with his [[spoiler:Shadow Armor being negated if you can just maintain a high combo rank]].rank, and his other mechanics like Backlash being ignorable if you continue to press the attack]].



** [[spoiler:Cyril]] grab attack comes out almost instantly and, if it connects, will lead to Tevi being football spiked into the earth for a heavy amount of damage. To make matters worse, once he's taken some damage, he can start using it multiple times in a row, along with shooting more recursive shots to catch you off guard even if you dodge all of them.

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** [[spoiler:Cyril]] [[spoiler:Cyril's]] lunging grab attack comes out almost instantly and, if it connects, will lead to Tevi being football spiked into the earth for a heavy amount of damage. To make matters worse, once he's taken some damage, he can start using it multiple times in a row, along with shooting more recursive shots to catch you off guard even if you dodge all of them.
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** Attacks that cause blowback or tremors in general. In the former case, you'll be tossed across the entire screen and potentially slammed into a wall for bonus damage, and be left both stunned and out of position, potentially costing you another hit if the pattern is still going. In the latter case, they're generally easy to avoid, but getting hit by a tremor will stun Tevi for a painfully long time, almost guaranteeing that the next attack will connect, even if you'd have easily avoided it otherwise. [[spoiler:Fray]] is particularly infamous for the former, as most of her stronger attacks not only cause heavy blowback, but also inflict Violent Impact to amplify wall-slam damage.


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** [[spoiler:Cyril]] grab attack comes out almost instantly and, if it connects, will lead to Tevi being football spiked into the earth for a heavy amount of damage. To make matters worse, once he's taken some damage, he can start using it multiple times in a row, along with shooting more recursive shots to catch you off guard even if you dodge all of them.
** [[spoiler:Tahlia's]] LimitBreak will start by generating small spheres that Tevi must get into before everywhere not in those spheres is saturated with bullets. The first few aren't too bad, but the last couple will be in the air, making it easy to take a hit because you mistimed an air jump or jetpack. Then the real attack begins, with [[spoiler:Tahlia]] generating a vortex that sucks in Tevi along with a storm of bullets, while also emitting ''more'' bullets and a repeated sweeping ray that forces Tevi into the air with her jetpack - making you fight against the suction, the bullets coming in, the bullets going out, and gravity itself at the same time. The attack also lasts long enough to easily outlast a Core Expansion, so you can't just put one down and solve everything either, especially since you'll still need to land to refuel your jetpack between lasers (which are not blocked by the shield), potentially forcing you to leave the radius outright. And not only does she gain massive damage reduction during the attack to make it near impossible to finish her while it's going, she also ''regenerates'' during it, which by the end of the attack will result in her completely refilling her health bar while slapping Tevi with a slew of debilitating debuffs for good measure.
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** The Misty Maze on paper is a relatively non-threatening area with sparse enemies and hazards. Good luck ''navigating'' this maze, however, as it's a sprawling expanse of similar-looking rooms where the paths don't necessarily connect to the adjacent room on the map, meaning that every exit may lead anywhere from the next room to one on the other side of the zone, rendering your minimap useless. Sometimes, you can even go into one room, then go back the way you came and end up in somewhere completely different; other times, you'll think you've gotten the right path, only to be blocked by a wall that can only be broken from the other side. On your first trip there, you'll have a small hint in reaching the level boss Roleo by virtue of the trail of roses leading to him, but you're deprived of even that tiny advantage if you want to grab all the items (or worse, 100% the map), upon which you're almost certainly screwed without the use of a guide or a ''lot'' of trial and error. The [[spoiler:Dreamer's Keep]] later in the game reuses this gimmick while adding in lots of enemies and spikes that can easily send you packing, [[spoiler:needs you to find four objectives to activate a warp to the level boss, and has a midboss in the form of the aforementioned Illusion Alius]], but is also a lot smaller in return. It got to the point where both of them had to be nerfed in later patches: the Misty Maze now has an Aetherlift at the very bottom which permanently clears the fog when unlocked, allowing the area to be explored freely without the room-warping gimmick, while [[spoiler:Dreamer's Keep]] now has unique background walls that hint at the correct paths.

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** The Misty Maze on paper is a relatively non-threatening area with sparse enemies and hazards. Good luck ''navigating'' this maze, however, as it's a sprawling expanse of similar-looking rooms where the paths don't necessarily connect to the adjacent room on the map, meaning that every exit may lead anywhere from the next room to one on the other side of the zone, rendering your minimap useless. Sometimes, you can even go into one room, then go back the way you came and end up in somewhere completely different; other times, you'll think you've gotten the right path, only to be blocked by a wall that can only be broken from the other side. On your first trip there, you'll have a small hint in reaching the level boss Roleo by virtue of the trail of roses leading to him, but you're deprived of even that tiny advantage if you want to grab all the items (or worse, 100% the map), upon which you're almost certainly screwed without the use of a guide or a ''lot'' of trial and error. The [[spoiler:Dreamer's Keep]] later in the game reuses this gimmick while adding in lots of enemies and spikes that can easily send you packing, [[spoiler:needs you to find four objectives to activate a warp to the level boss, and has a midboss in the form of the aforementioned Illusion Alius]], but is also a lot smaller in return. It got to the point where both of them had to be nerfed in later patches: the Misty Maze now has an Aetherlift at the very bottom which permanently clears the fog when unlocked, allowing the area to be explored freely without the room-warping gimmick, while [[spoiler:Dreamer's Keep]] now has was first given unique background walls that to hint at the correct paths.paths, then reworked entirely without the maze gimmick.

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