
Whereas every other stage has three parts (one being a boss), this one has twelve, four of them being bosses. The Legend of Zelda: Four Swords: Vaati's Palace.And God forbid if you've forgotten to learn the spell required to be able to damage the boss when you finally reach it. It's also possible to end up on the wrong path, which is almost as long as the correct one, and one fake floor later in the level sends you to the end of that path. Demonic Spiders and Ledge Bats are everywhere as well, of course.
WOW LV 100 TRIALS FULL
An enormous labyrinth full of dead ends and fake floors, one of which leads the right way.
Zelda II: The Adventure of Link: The final dungeon, the Great Palace. Even if you know where to go, it'll take awhile to get there. The Legend of Zelda: Level 9 in both quests are absurdly huge. And the final boss that follows has an attack that acts as a Mook Bouncer, sending you back to the Machine. One wrong move and you get an Ecco pancake and have to start over. It's a five-minute long Auto-Scrolling Level, which doesn't sound so bad until you understand that it's also The Maze and Under the Sea, so it scrolls in all kinds of ridiculous directions. Ecco the Dolphin has at least one: the infamous "Welcome to the Machine" from the first game. Lots of racing segments, tricky obstacles, fairly tough enemy battles, and a difficult boss. Oni Island, the fifth dungeon, is the longest in the game. You can't save, and if you leave after finishing any gates you have to start the stage over. The third one however is at least an hour and a half of the toughest enemies in the game, below bosses. fifteen minutes to half an hour each depending on your skills. Specifically, a set of three beads requires you to fight through a total of thirty demon gates in groups of ten each. Any completionist who's ever played the game has spent untold additional hours getting the stray beads. Followed by an area leading into a Wolfpack Boss and a Laser Hallway against waves of Mooks in research facilities to pass by into the inner part of the base. The first section consists of traversing through linear paths of large rooms to collect color-coded key cards to open passages until reaching the central elevator. ANNO: Mutationem: The Consortium's Elaborate Underground Base serves as the largest area coupled with a Boss Bonanza. Checkpoint Starvation can make these levels quite maddening, and heaven help you if it's combined with Bladder of Steel. Not to be confused with a level in Marathon. See also Marathon Boss, the boss version. This trope is almost a given if it has a name like ' Cave of Ordeals'. If you're particularly unlucky, a Marathon Level may end with a Marathon Boss. These levels can be some of the best-designed levels in the game (sometimes), though they can also be susceptible to Space Filling Paths and Cut and Paste Environments. While Marathon Levels can be easy to hate, don't judge them too harshly. Heck, most examples of this are either the Bonus Dungeon or Very Definitely Final Dungeon, and at least half are literally a hundred floors high or deep. The Marathon Level is to a dungeon what a Marathon Boss is to a normal boss: one that is incredibly long, and takes a huge amount of time to complete e.g., a one hundred floor tower, or something similar. Nope, this is the Marathon Level, sometimes called a gauntlet, which means getting from start to finish is gonna take some doin'. It must be over soon, right? It's been about sixteen rooms worth of dungeon, you've fought past at least three Mini bosses, battled heroically past hordes of Goddamned Bats and Demonic Spiders and just have to be near the boss, right?
So, you've been spending about four hours charging through the Bonus Dungeon. Ezlo, The Legend of Zelda: The Minish Cap