Marathon Level: Difference between revisions

m
update links
m (Mass update links)
m (update links)
Line 205:
** ''[[Digital Devil Saga]]'' ups the ante with [[The Very Definitely Final Dungeon]], the Karma Temple. It's three times the size of any other dungeon, filled with the toughest encounters in the game and multiple mid-bosses, and features confusing mazes filled with false walls, invisible teleportation circles and damage floors. Also, it has very few save points and only two healing stations: one at the start and one at the two-thirds point.
* ''[[Golden Sun]]'' has a number of these, with the biggest offenders being the Rocks in the second game - doubly insulting because they're not even the set of [[Elemental Powers|elementally-themed]] dungeons you're supposed to be visiting as part of the main plot. Air's Rock in particular.
** And there are a few in ''[[Golden Sun: Dark Dawn|Dark Dawn]]''. Belinsk Ruins, anyone?
* At least half the dungeons in ''[[Avalon Code]]''. When you're only 15 hours in and the dungeon consists of over 25 screens, each with their own mini-puzzle and monster battles, you know you've got a long haul ahead.
* ''[[Wild Arms 3]]'' contains The Abyss, a hundred level dungeon with every encounter being an ambush with out a certain skill on all the characters. It also contains [[Bonus Boss|Ragu Ragula]],one of the hardest bosses in the game.
Line 214:
* The last dungeon of ''[[Exit Fate]]'' ({{spoiler|Vanaheim}}) contains ''three'' bosses before you get to the final boss, and the paths between them are fairly long; in a game where most areas have two or three save points, this one has ''five''.
* The Sky Museum level from ''[[Persona 2]]'', has this combined with a [[Timed Mission|time limit]].
* The True Moon in ''[[Final Fantasy IV: theThe After Years]]''. First, you enter its Subterrane, which reproduces the entire final dungeon of ''[[Final Fantasy IV]]'', full of hard monsters and boss fights every three floors or so. But then, near the end of the [[Nostalgia Level]] portion, you go through three two-to-three floor areas based on the Elemental Archfiends you haven't faced yet. At thee end of that, at about Basement 16 of the Subterrane, you have a climactic battle with {{spoiler|The Dark Knight}}. Your reward for beating that? You get to continue on and enter the ''Depths''. There are roughly ''twenty-odd floors'' to the Depths, with four ''mandatory'' boss fights every five floors or so. And it just gets harder and harder and ''harder'' as you descend. The True Moon is, without hyperbole, longer than the other chapters of the game ''combined''.
* ''[[Baldur's Gate]] II'' has Watcher's Keep: Not that many floors, but when these floors include a teleporting maze, a dozen different puzzles, some of the toughest monsters in the game (including the [[Bonus Boss]] of the un-expansion game encountered pretty much just by randomly entering a room) it literally takes about as much time as the rest of the expansion content. Luckily you can save the game.
* ''[[Dragon Age]]'' doesn't exactly have short levels to begin with, but completing Orzammar in it's entirety is twice as long and twice as hard as anything else in the game, involving a huge amount of time spent running around both city and subterranean roads, encountering hordes of enemies and sidequests, several bosses (often lumped in quick succession), and a freaking tournament. It is exhausting.
Line 230:
* The original ''[[Chrono Trigger]]'' has the Black Omen, which while [[Bonus Dungeon|optional]] is the game's equivalent of the [[Very Definitely Final Dungeon]]. It comes complete with a ''lot'' of minibosses, some [[Goddamned Bats]], and a three-form boss at the end. Worse, there's a shop and teleport back to the entrance about a third of the way in, but nothing of the sort at the ''end'', when you'd actually need it to get ready for said boss.
* Several levels in ''[[Diablo]] 2'' qualify in the higher difficulties, but the most egregious is the Durance of Hate second floor. What makes this example especially annoying is that, besides its incredible length (its area is several times a regular level), there's a chance for it to be filled of [[Demonic Spiders|Stygian Dolls]]. Good luck making through that incredibly long level while fighting them every three rooms.
* The thankfully optional Gladsheim in [[Tales of Symphonia: Dawn of the New World]] is so enormous and labyrinthine that the most common method of dealing with it is to get a paper and draw a map of it as you go. There's 10 floors, only two of which have save points on them. And don't bother going online to look for a map of the place - it's ''randomized''. Generally agreed to be the worst [[That One Sidequest]] in the [[Tales (series)]], which is saying something.
* In ''[[Magi Nation]]'', we have the Shadow Hold. How bad is it? The Shadow Geysers and other dungeons are only about 20-30 mins. The Shadow Hold is at the very least ''three times that long'', with enough dead-ends and false openings to lead anyone insane. It's so bad, it's actually ''optional''.
* Some dungeons in [[Dungeon Siege]] can take a long time to complete, especially the later ones. One of the worst offenders is the Goblin steampunk dungeon, where your party has to hack through giant mob after giant mob of high-level enemies. Even if you get fed up with it and decide to just rush through, it will still take at least 15 minutes until you finally reach the end.