Drought Level of Doom: Difference between revisions

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* The Dread Isle, Imprisoner of Magic, A Glimpse in Time, and Dragon's Gate in ''[[Fire Emblem]]'' will punish you if you forgot to stock on the pirate ship. You will find yourself running low on weapons and vulneraries rather quickly.
** In ''Sacred Stones'', a literal Drought Level is found in Jehanna, where movement across the sands is extremely limited, especially for mounted units who can normally move halfway across the screen. Getting to the armory in the far corner is... discouraging. Luckily, flying units are unaffected. Unluckily, there are only four--threefour—three of which being [[Fragile Speedster|Fragile Speedsters]]s.
** Mages are also unhindered by the sands, stating their cloth robes makes it very easy to travel in.
* Gurgu Volcano in ''[[Final Fantasy I]]'' and its unavoidable damaging floors. Tip: ignore the [[One True Sequence]] and tackle this dungeon last. Or you can tackle the Castle of Ordeals as soon as you get the canoe and you will find the Heal Staff and the Zeus Gauntlet, allowing [[Game Breaker|free healing and free offensive magic]].
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* Ravenholm from ''[[Half-Life 2]]'', in good form for a zombie level, had lots of weak enemies coming at you which you had to waste a bunch of ammo on to kill. Which meant you had no good ammo once one of the really fast zombies or the big, poisonous zombies comes at you. Oh, and they garden variety ones respawn endlessly in certain places. Enjoy.
** Ravenholm does, however, give a surplus supply of large sawblades and explosives which can be manipulated with the gravity gun. The drought is intended to force the player to learn to use these rather than stick with their conventional weapons. There's even an achievement for getting through the entire thing without using anything else.
** In addition to swarming you with mooks, Ravenholm encourages you to part with your resources by scaring the piss out of you-- killingyou—killing the zombies becomes less about killing them because they're enemies and more about killing them because you ''don't want them to be there anymore.''
* The original ''[[Dark Cloud]]'' for the [[PlayStation 2]] had a notoriously bad reputation for this. Whether your item broke, you ran out of repair power, had no antidotes (and thus had to wait in a healing spring until you were brave enough to leave) or water, the game did its best to narrow down your perishable items to slim to none.
* ''[[Zelda II: The Adventure of Link|Zelda II the Adventure of Link]]'' has many caves and areas you must travel through in order to get to various dungeons and temples. [[Nintendo Hard|The game kills you]] [[Everything Trying to Kill You|in such efficient ways]] that you're likely to run out of both health and magic by the temple and dungeon in question, let alone facing [[That One Boss|the boss]]
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** If you don't have the correct two power-ups fully charged at the end of level 63 of ''4 Elements'', you can't get through level 64 at all.
* A literal Drought Level Of [[Doom]]: ''Doom II'''s Level 9, "The Pit", is famous for not having quite enough ammo to destroy all the monsters, even on a full playthrough. Those wanting 100% completion usually had to resort to using the fists or chainsaw for good chunks of the level.
* ''[[Final Fantasy XI]]'' has many events like Limbus and Dynamis with armies of [[Mook|Mooks]]s and a time limit, with Assault and Einherjar being the most hectic of the events. Campaign Battles can possibly be like this, depending on the amount and timing of enemy waves.
* The recurring "void" levels of ''[[Sinistar]]''.
* ''[[Wonder Boy (video game)|Wonder Boy]]'' and ''[[Adventure Island]]'' have a variation of the trope. During parts of mountain levels, there are very few bits of food to pick up so player is in a hurry since picking up food before energy runs out is a key for survival.
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* After returning from the Moon in ''[[Final Fantasy IV]]'', you are forced to go straight into the next dungeon, which is full of very strong enemies, culminating in TWO Boss Battles in a row (Although you do get to save and heal in between by backtracking to the save point), all without being able to re-stock on your items!
** The DS remake has a merchant Hummingway (or counterpart) at the single [[Save Point]] in the Giant of Babil. They compensate for this by making the two boss battles harder - unlike the SNES, PSX, and GBA versions, the Archfiends use all their abilities from the first encounters in the rematch, and the CPU battle is murder.
** It also averts the trope--Remembertrope—Remember [[Final Fantasy I|Gurgu Volcano]]? (If not, just scroll up a bit). ''[[Final Fantasy IV]]'' has two semi-optional-ish areas called Sylph Cave and Passage of the Eidolons, which have a poison floor and a lava floor, respectively. You can, if you want to, trek through them the hard way, taking damage constantly--orconstantly—or you can spend eight measly MP and cast Float on the party. See? [[Compare the Meerkat|Simplez]]!
* ''[[Final Fantasy XII]]'' can be like this when trekking between key locations. The long road can wear you down with nary a save crystal or a shop in sight as you waste MP and items on monsters that keep swarming you.
* ''[[Phantom Brave]]'' does this in later stages by limiting the number of usable objects on the stage. Strategy comes into play as you have to face powerful enemies with a smaller squad at your disposal. If you don't make use of good strategy, I hope you ground Marona...
* "Day Dream" in ''[[Lumines]] Supernova'', with a time-line so painfully slow you're lucky if you can clear any blocks.
* [[Black Sigil]] has a sky-high [[Random Encounters]] rate and [[Mook|Mooks]]s that hit very, very hard. The ''entire game'' is basically this trope. Triggering a dungeon run without restocking on items can easily render the game [[Unwinnable]]. Fortunately, there are multiple save slots.
* Infinity Mode in [[Dead Rising]] serves as a version of this. There's plenty of food at the beginning but it doesn't respawn, so you must balance your inventory carefully, and fight dangerous psychopaths and survivors to get more. Then, on day 7, all psychopaths and survivors disappear and you are left with the quickly dwindling food supplies.
* All of ''[[Turok (series)|Turok 2]]'' on Hard difficulty. Conserve, and choose your weapons and strategy wisely.
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