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You'll be nearly dry on supplies before the next checkpoint. If you can't go back, it can render the game [[Unwinnable]] or nearly so.
{{examples|page=Drought Levels of Doom}}
* 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
** Mages are also unhindered by the sands, stating their cloth robes makes it very easy to travel in.
* Gurgu Volcano in ''[[
** Chaos Temple at the end also serves as this, with lots of floors, mazes, tough enemies, and surprise reappearances of the four fiends. If you can make it to Chaos with any resources left, you're lucky.
** The remakes do this for the bonus dungeons. Thirty floors? [[Serial Escalation|Forty floors?]] Deal with it!
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* Nearly every stage in ''[[Resident Evil 4]]'' ran on this, but if you are low on supplies by the Island.
** This is really par for the course for Resident Evil, as well as [[Survival Horror]] in general.
*** Especially ''[[Resident Evil Code: Veronica|Code Veronica]]'', where there is simply not enough ammo to kill everything. Fortunately, the knife is actually useful.
* ''[[
** You can save a P-Wing to use for those levels. That is, unless you deem them [[Too Awesome to Use]] or just run out of the rare things.
* The endgame for ''[[World of Warcraft]]'' used to require massive resource stockpiling efforts before a raid could begin. It got (somewhat) better.
* To a certain extent, most ''[[
** This isn't really the case in the first game, because the bosses were pretty easy to Buster to death. There were some exceptions, though - you were expected to toss a life or two to Launch Octopus before he would deign to be destroyed, for one.
* The [[Zombie Apocalypse]] level of ''[[Time Splitters]]: Future Perfect'', The Mansion, derives most of its difficulty from the literally unending (they respawn indefinitely in some places) horde of walking dead and the perpetual concern of running out of shotgun ammo, of which there is little to speak of in the first place.
** Speaking of the [[Zombie Apocalypse]], ''[[Left 4 Dead]]'' practically runs on this trope.
* Some portions of ''[[Paper Mario (
** Averted by the game's "Pit of 100 Trials." One of the games looks like it's going to be a chore. No resurfacing to restock on items for 100 levels... until you start in and realize [[Randomly Drops|enemy drops]] practically fall out of trees and you can pretty much subsist on what they drop, saving all your items for the boss at the end.
** Even in the Gamecube one, you can trade Star Pieces for badges that let you increase enemy drops.
** However, battle items tend to drop when you are in need of healing items.
* Ravenholm from ''[[
** 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
* The original ''[[
* ''[[Zelda II:
* This shows up in several casual games of the block-breaking or match-three type. If you don't have lots of power-ups to use, you almost can't get through the level.
** ''Zodiac Tower'' has several near the top;
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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.
* ''[[
* The recurring "void" levels of ''[[Sinistar]]''.
* ''[[Wonder Boy (
** In the later levels, chances to regain your weapon are few and far between, so dying in certain areas can render the game [[Unwinnable]].
* After returning from the Moon in ''[[
** 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
* ''[[
* ''[[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
* 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 (
* In ''Impossamole's'' [[Slippy-Slidey Ice World]], you are bound to take alot of unavoidable damage from [[Goddamned Bats]] and [[Malevolent Architecture]], and healing items and powerups are very scarce here.
* Acme Station from ''[[Marathon
** The original has G4 Sunbathing (Hunters and Troopers, respawning Compilers, and since it's in vacuum, you can only use you Pistols and Fusion Pistol), Neither High Nor Low (only one save point at the beginning, little ammo, lots of traps, enemies are mostly Hunters), and the Pfhor ship levels (no ammo pickups to speak of, and Pfhoraphobia has no save points or recharges either).
* In ''[[Silpheed]]'', a [[Shoot'Em Up]] distributed by [[Sierra]] from Japan, ALL orbital levels has NO power-ups.
* The last level/encounter of the third ''[[Grand Theft Auto]]'' game is supposed to be like this; the character is stripped of his guns and left to chase the Big Bad with only a machine pistol stolen from a mook. However if one has been dilligent in collecting the bonus packages, a nearby safe house will have a related number of weapons for the grabbing...speed is essential at this point.
* Each of the [[Streets of Rage]] series traditionally has a section - usually during the last level - where the players are trapped in an elevator with a small selection of weapons and power ups and are forced to refight all of the Bosses that they have already fought. They have to do this in quick succession, and at higher difficulty levels the enemies have much more health than the first time you met them and usually turn up with a crowd of mooks too.
* In most of Tip of the Spear (in particular) from ''[[Halo: Reach]]'', the ammo for higher-level weapons is very limited, such as the mining facility where you fight a Zealot and you're already low on DMR ammo, the second AA gun where you have to fight a pair of Hunters and the only readily available ammo is Needlers and Plasma Pistols, then the Spire chapter where you are cut off from all human reinforcements and weaponry until you take down the shield. In fact, on Legendary, most of the game follows this trope.
* The Body of the Many in ''[[System Shock 2]]'' may not actually be this to a well-prepared player, but it sure believes that it is, as at one point it taunts you about your dwindling resources.
{{reflist}}
[[Category:Video Game Settings]]
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