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** Averted in some levels, where Sonic displays SuperDrowningSkills, dying if he so much as touches the rippling water at the very bottom of the game world (if you're lucky, he may only lose rings, and bounce back onto land). On others, water is a relatively benign substance, merely reducing your running speed and jump height (swimming is out of the question), and in ''some'' cases (where it takes up a significant portion or even all of the level) requiring you to find air to breathe. Worse, there are even some places where the two are mixed; go too deep on, say, the (UsefulNotes/GameGear, Sonic 1) Jungle zone or the Aquatic boss fight, and you'll instantly pop your clogs.

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** Averted in some levels, where Sonic displays SuperDrowningSkills, dying if he so much as touches the rippling water at the very bottom of the game world (if you're lucky, he may only lose rings, and bounce back onto land). On others, water is a relatively benign substance, merely reducing your running speed and jump height (swimming is out of the question), and in ''some'' cases (where it takes up a significant portion or even all of the level) requiring you to find air to breathe. Worse, there are even some places where the two are mixed; go too deep on, say, the (UsefulNotes/GameGear, Sonic 1) Jungle zone in the [[VideoGame/SonicTheHedgehog18Bit 8-bit version of]] ''[[VideoGame/SonicTheHedgehog18Bit Sonic the Hedgehog]]'' or the Aquatic boss fight, and you'll instantly pop your clogs.
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The Oxygen Meter may be removed entirely if your character can somehow breathe underwater (through some sort of ability or equipment, or even just being native to water) or doesn't even need to breathe at all (if you're playing as a robot, for example).

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* In ''VideoGame/MegaManBattleNetwork 5'', there is a water dungeon which you have to guide your current Navi through. While they are underwater, they are perfectly fine until they run out of "cyber-air" (really?), at which point their HP starts dropping rapidly until you either hit a cyber-air pocket or exit the water. Oh, [[FakeDifficulty and there's random encounters the whole way, including while you're attempting to fight the currents that push you back and drain your air, and while you're trying to avoid the whirlpools that drain your air.]] There's also three areas of this, each one progressively more frustrating. This is one instance Capcom cut something out of the English release for a good reason -- in the Japanese version, there were four areas. By the DS version, it was back up to four.

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* ''VideoGame/MegaManBattleNetwork'':
** ''[[VideoGame/MegaManBattleNetwork4RedSunAndBlueMoon Mega Man Battle Network 4 Blue Moon]]'' uses one during [=AquaMan=]'s chapter, when the net is flooded by his crying over (what he thought was) Shuko and her brothers talking about getting rid of him. This may be refilled by slipping into a homepage from the net.
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In ''VideoGame/MegaManBattleNetwork 5'', ''VideoGame/MegaManBattleNetwork5'', there is a water dungeon which you have to guide your current Navi through. While they are underwater, they are perfectly fine until they run out of "cyber-air" (really?), at which point their HP starts dropping rapidly until you either hit a cyber-air pocket or exit the water. Oh, [[FakeDifficulty and there's random encounters the whole way, including while you're attempting to fight the currents that push you back and drain your air, and while you're trying to avoid the whirlpools that drain your air.]] There's also three areas of this, each one progressively more frustrating. This is one instance Capcom cut something out of the English release for a good reason -- in the Japanese version, there were four areas. By the DS version, it was back up to four.

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Somewhere in between SuperDrowningSkills and SuperNotDrowningSkills lies the Oxygen Meter, which indicates the PlayerCharacter's capacity to hold their breath. If the Oxygen Meter depletes, one of two things will happen: instant death by asphyxiation, or the player character's actual [[LifeMeter health]] will begin to drain.

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->''"Your air supply is running out."''
-->-- '''Sparks''', ''VideoGame/LEGORockRaiders'' (PC)

Somewhere in between SuperDrowningSkills and SuperNotDrowningSkills lies the Oxygen Meter, which indicates the PlayerCharacter's capacity to hold their breath. If the Oxygen Meter depletes, one of two things will happen: instant death by asphyxiation, asphyxiation or the player character's actual [[LifeMeter health]] will begin to drain.



* An example without water: ''LEGO VideoGame/RockRaiders'' had a meter measuring the remaining oxygen in the various caverns. Some levels had infinite oxygen, but in others it would be gradually consumed by your Rock Raiders. In those levels, building at least one Support Station is critical[[note]]also the victory condition in one level[[/note]], as it provides enough oxygen for up to nine miners to work worry-free.


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[[folder:Real-Time Strategy]]
* An example without water: ''LEGO VideoGame/RockRaiders'' had a meter measuring the remaining oxygen in the various caverns. Some levels had infinite oxygen, but in others, it would be gradually consumed by your Rock Raiders. In those levels, building at least one Support Station is critical[[note]]also the victory condition in one level[[/note]], as it provides enough oxygen for up to nine miners to work worry-free.
[[/folder]]

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* ''VideoGame/KirbyMassAttack'' is one of the few games in the ''VideoGame/{{Kirby}}'' series which has this meter.[[note]]And one of the only games to not feature Kirby in scuba gear when underwater.[[/note]] This meter is shared by all the Kirbys and the more Kirbys the player has, the bigger the meter is.
* The first ''VideoGame/{{Rayman}}'' game has SuperDrowningSkills, the second has an Oxygen Meter which can be refilled by collecting blue lums, and the third lets you breathe underwater indefinitely.

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* ''VideoGame/KirbyMassAttack'' is one of the few games only game in the ''VideoGame/{{Kirby}}'' series which has this meter.[[note]]And one of the only games to not feature Kirby in scuba gear when underwater.[[/note]] This meter is shared by all the Kirbys and the more Kirbys the player has, the bigger the meter is.
* The first ''VideoGame/{{Rayman}}'' game has SuperDrowningSkills, the second has an Oxygen Meter which can be refilled by collecting blue lums, lums (or by entering bubble vents in ''Rayman Revolution'', and inhaling the large air bubbles Carmen the Whale provides for you in [[UnderTheSea Whale Bay]]), and the third game onward lets you breathe underwater indefinitely.



* ''VideoGame/OriAndTheBlindForest'' has an oxygen bar that lasts for roughly 15 seconds before Ori's health begins to drain. Strangely, drowning in this game is the only way to die that doesn't employ CriticalExistenceFailure (Ori clutches at their throat and visibly inhales a lungful of water upon death, rather than exploding into a shower of magic sparks as usual), and can be averted entirely via an upgrade that ditches the meter for SuperNotDrowningSkills.

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* ''VideoGame/OriAndTheBlindForest'' has an oxygen bar that lasts for roughly 15 seconds before Ori's health begins to drain. drain rapidly. Strangely, drowning in this game is the only way to die that doesn't employ CriticalExistenceFailure (Ori clutches at their throat and visibly inhales a lungful of water upon death, rather than exploding into a shower of magic sparks as usual), and can be averted entirely via an upgrade that ditches the meter for SuperNotDrowningSkills.SuperNotDrowningSkills.
** The meter returns in ''VideoGame/OriAndTheWillOfTheWisps'', but with one frustating change: instead of their health rapidly draining upon their air running out, Ori now drowns immediately.
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* In ''VideoGame/BanjoKazooie'', when the Oxygen Meter runs out, you immediately drown. [[ThatOneLevel Rusty Bucket Bay]] has oily water that not only drains the meter twice as fast when submerged, but drains it at the regular speed ''when on the surface''. This is rectified slightly in ''Banjo-Tooie'', where once the Oxygen Meter goes, your health starts to go down really quickly instead (this is also the case for areas where oxygen is depleted due to toxic airs or very naughty smells).

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* In ''VideoGame/BanjoKazooie'', when the Oxygen Meter is represented by blue-colored honeycombs (in analogy to the yellow honeycombs that represent the standard health meter); if it runs out, you immediately drown. [[ThatOneLevel Rusty Bucket Bay]] has oily water that not only drains the meter twice as fast when submerged, but drains it at the regular speed ''when on the surface''. surface'' (this also happens with the water in Click Clock Wood in winter, due to its low temperature). This is rectified slightly in ''Banjo-Tooie'', where once the Oxygen Meter goes, your health starts to go down really quickly instead (this is also the case for areas where oxygen is depleted due to toxic airs or very naughty smells).smells); there's a sidequest in Spiral Mountain whose reward is an upgrade to the oxygen meter's length. In both games, certain transformations allow you to stay underwater indefinitely.



* In the {{Water Level}}s of ''VideoGame/AssassinsCreedIVBlackFlag'', Edward will slowly run out of air, shown on a meter. He can replenish his air by sticking his head in various pockets of air contained in overturned barrels or underwater caverns, or by simply returning to the diving bell used to reach the sea floor.

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* In the {{Water Level}}s [[UnderTheSea undersea levels]] of ''VideoGame/AssassinsCreedIVBlackFlag'', Edward will slowly run out of air, shown on a meter. He can replenish his air by sticking his head in various pockets of air contained in overturned barrels or underwater caverns, or by simply returning to the diving bell used to reach the sea floor.
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* ''VideoGame/ConkersBadFurDay'' has one of these once you're able to swim underwater (namely after consuming some pills in the Poo Cabin). When you're underwater, Conker's face and a stream of bubbles represents your air. As your air runs down, the stream of bubbles grows shorter, and Conker's expression becomes increasingly desperate. And his face starts turning blue as well. When his head droops, your chocolate bar (i.e., your health) starts falling apart rapidly. All six pieces go in about five seconds, so unless you're near the surface anyhow, you run out of air and die.

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* ''VideoGame/ConkersBadFurDay'' has one of these once you're able to swim underwater (namely after consuming some pills in the Poo Cabin). When you're underwater, Conker's face and a stream of bubbles represents your air. As your air runs down, the stream of bubbles grows shorter, and Conker's expression becomes increasingly desperate. And his face starts turning blue as well. When his head droops, your chocolate bar (i.e., your health) starts falling apart rapidly. All six pieces go in about five seconds, so unless you're near the surface anyhow, surface, you run out of air and air, you're probably gonna die.
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** Two-dimensional games give the PlayerCharacter an invisible oxygen meter, with a countdown from 5 to 0 followed by automatic death when it runs out. The indication of how much time remains is based on a [[NightmareFuel infamously-chilling]] [[SongsInTheKeyOfPanic background music]] that gradually speeds up as the timer reaches zero.

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** Two-dimensional games give the PlayerCharacter an invisible oxygen meter, with meter lasting 30 seconds. Three warning chimes are played at five-second intervals; after a total of 18 seconds, a countdown begins, running from 5 to 0 (each of these lasts about two seconds) followed by automatic death when it runs out. The indication of how much time remains is based on a [[NightmareFuel infamously-chilling]] [[SongsInTheKeyOfPanic background music]] that gradually speeds up as the timer reaches zero.
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* DoujinSoft developer Creator/FoxEye takes this UpToEleven by having this mechanic in every last one of their games. This is mainly out of [[AuthorAppeal its lead designer's huge fascination with underwater exploration and the risk of drowning thereof]], essentially making this trope the developer's [[SignatureStyle modus operandi]]. Even in games where the Oxygen Meter isn't present (and several games where it is), the developer puts great care in showing that it still plays a significant role [[TruthInTelevision through the character's increasingly-distressing body language as they're running out of air]].

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* DoujinSoft developer Creator/FoxEye takes this UpToEleven by having this mechanic in every last one of their games. This is mainly out of [[AuthorAppeal its lead designer's huge fascination with underwater exploration fantasies and the risk of drowning thereof]], essentially perils]], making this trope the developer's [[SignatureStyle modus operandi]]. Even in games where the Oxygen Meter isn't present (and several games where it is), the developer puts great care [[NightmareFuel and graphic detail]] in showing that it still plays a significant role [[TruthInTelevision through the character's increasingly-distressing distressful body language as they're running out of air]].



** ''VideoGame/HadesVanquish'' has one that is {{cap}}ped by Mana's LifeMeter. So how long she can hold her breath underwater depends on how much damage she took beforehand. If Mana has no items to recover her health or revive her after death, FailureIsTheOnlyOption if you're forced to take a dive with little health left, which has her drown in only [[SuperDrowningSkills a few seconds]].

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** ''VideoGame/HadesVanquish'' has one that is {{cap}}ped by Mana's LifeMeter. So how long she can hold her breath underwater depends on how much damage she took beforehand. If Mana has no items to recover her health or revive her after death, FailureIsTheOnlyOption if you're forced to take a dive to get further through a floor with little health left, which has means seeing her drown in only [[SuperDrowningSkills a few seconds]].
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* DoujinSoft developer Creator/FoxEye takes this UpToEleven by having this mechanic in every last one of their games. This is mainly out of [[AuthorAppeal its lead designer's huge fascination with underwater exploration and the risk of drowning thereof]], essentially making this trope the developer's [[SignatureStyle modus operandi]]. Even in games where the Oxygen Meter isn't present (and several games where it is), the developer puts great care in showing that it still plays a significant role [[TruthInTelevision through the character's increasingly-distressing body language]].

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* DoujinSoft developer Creator/FoxEye takes this UpToEleven by having this mechanic in every last one of their games. This is mainly out of [[AuthorAppeal its lead designer's huge fascination with underwater exploration and the risk of drowning thereof]], essentially making this trope the developer's [[SignatureStyle modus operandi]]. Even in games where the Oxygen Meter isn't present (and several games where it is), the developer puts great care in showing that it still plays a significant role [[TruthInTelevision through the character's increasingly-distressing body language]].language as they're running out of air]].
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* DoujinSoft developer Creator/FoxEye takes this UpToEleven by having this mechanic in every last one of their games. This is mainly out of [[AuthorAppeal its lead designer's huge fascination with underwater exploration and the risk of drowning thereof]], essentially making this trope the developer's [[SignatureStyle modus operandi]].

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* DoujinSoft developer Creator/FoxEye takes this UpToEleven by having this mechanic in every last one of their games. This is mainly out of [[AuthorAppeal its lead designer's huge fascination with underwater exploration and the risk of drowning thereof]], essentially making this trope the developer's [[SignatureStyle modus operandi]]. Even in games where the Oxygen Meter isn't present (and several games where it is), the developer puts great care in showing that it still plays a significant role [[TruthInTelevision through the character's increasingly-distressing body language]].
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[[quoteright:350:[[VideoGame/SuperMarioGalaxy https://static.tvtropes.org/pmwiki/pub/images/mariooxygenmeter.png]]]]

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[[quoteright:350:[[VideoGame/SuperMarioGalaxy [[quoteright:300:[[VideoGame/SuperMarioGalaxy https://static.tvtropes.org/pmwiki/pub/images/mariooxygenmeter.org/pmwiki/pub/images/mariooxygenmeter_5.png]]]]
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[[quoteright:300:[[VideoGame/SuperMarioGalaxy https://static.tvtropes.org/pmwiki/pub/images/mario_airmeter.jpg]]]]

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https://static.tvtropes.org/pmwiki/pub/images/mario_airmeter.jpg]]]]
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Frustratingly, your oxygen meter is sometimes invisible yet still just as real and waiting to bite you; this is most likely to happen in a first person shooter. This is probably just because the interface is already full and they don't want to waste space on something not even used in most levels... and surprisingly, not all games decided to only make it visible when in use.

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Frustratingly, your oxygen meter is sometimes invisible yet still just as real and waiting to bite you; this is most likely to happen in a first person shooter.FirstPersonShooter. This is probably just because the interface is already full and they don't want to waste space on something not even used in most levels... and surprisingly, not all games decided to only make it visible when in use.



[[folder:First Person Shooter]]
%%* Many ''Franchise/JamesBond'' first person shooters.

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[[folder:First Person [[folder:First-Person Shooter]]
%%* Many ''Franchise/JamesBond'' first person first-person shooters.



* ''VideoGame/CaveStory'' has an oxygen meter which appears when the protagonist is underwater. Curly carries an oxygen tank which lets survive underwater indefinitely, which she gives to the protagonist at one point.

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* ''VideoGame/CaveStory'' has an oxygen a meter which appears when the protagonist is underwater. Since the protagonist is an armed scout robot, when submerged in water his internal compartments get slowly flooded with water until he can't operate anymore. Curly Brace, also a robot, carries an oxygen air tank which lets her survive underwater indefinitely, which she gives to the protagonist at one point.



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A third way, of course, is to just prohibit underwater travel entirely--either by limiting swimming mechanics to the water's surface (such as in ''VideoGame/{{Bully}}''), using SuperDrowningSkills, or by simply not allowing the player to interact with deep water in the first place using [[InvisibleWall Invisible Walls]]. (Sure, you can still splash around in puddles and knee-high streams, but to go jump in a ''lake''? Are you crazy?)

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A third way, of course, is to just prohibit underwater travel entirely--either by limiting swimming mechanics to the water's surface (such as in ''VideoGame/{{Bully}}''), using SuperDrowningSkills, or by simply not allowing the player to interact with deep water in the first place using [[InvisibleWall Invisible Walls]].{{Invisible Wall}}s. (Sure, you can still splash around in puddles and knee-high streams, but to go jump in a ''lake''? Are you crazy?)



* ''VideoGame/HorizonZeroDawn'' has one for when Aloy dives underwater whilst stealth-swimming; this makes it easier for her to sneak up on enemies in or near the water and harder for her to be detected. However, if she stays under for more than approximately 30 seconds, Aloy begins to drown and she flails whilst making pained groaning and choking noises -- her health decreasing rapidly until she either re-surfaces or suffocates. Of course, she can use any health-granting items on her person to survive longer, but it does raise the question of [[FridgeLogic how she's able to eat whilst holding her breath]].

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* ''VideoGame/HorizonZeroDawn'' has one an oxygen meter for when Aloy dives underwater whilst stealth-swimming; this makes it easier for her to sneak up on enemies in or near the water and harder for her to be detected. However, if she stays under for more than approximately 30 seconds, Aloy begins to drown and she flails whilst making pained groaning and choking noises -- her health decreasing rapidly until she either re-surfaces or suffocates. Of course, she can use any health-granting items on her person to survive longer, but it does raise the question of [[FridgeLogic how she's able to eat whilst holding her breath]].



* The ''VideoGame/{{Thief}}'' games have an oxygen meter that looks like a line of bubbles across the bottom of the screen. If you knock someone unconscious and dump him in water, he will die in about the same span of time you would (so don't dump unconscious guards in swimming pools if you're running a no-kill mission).
** Averted in ''VideoGame/ThiefDeadlyShadows'', where Garrett has learnt SuperDrowningSkills.



* While you don't get a visible oxygen meter in VideoGame/TeamFortress2, stay underwater too long and your character will begin to take damage and make choking noises as the screen tints blue round the edges with each "hit" taken, eventually dying in the same manner as an environmental hazard when their health runs out. As with the ''Half-Life'' and ''Quake'' series above, health lost from drowning is restored by coming up for air, but pauses if you go back underwater. Oddly enough, Medics and Dispensers can heal players faster than drowning can kill them, so they're sort of like oxygen masks or tubes.

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* While you don't get a visible oxygen meter in VideoGame/TeamFortress2, ''VideoGame/TeamFortress2'', stay underwater too long and your character will begin to take damage and make choking noises as the screen tints blue round the edges with each "hit" taken, eventually dying in the same manner as an environmental hazard when their health runs out. As with the ''Half-Life'' and ''Quake'' series above, health Health lost from drowning is restored by coming up for air, but pauses if you go back underwater. Oddly enough, Medics and Dispensers can heal players faster than drowning can kill them, so they're sort of like oxygen masks or tubes.



* ''VideoGame/DarkForces'' features a gas mask that lets you get through toxic air safely, but drains battery to do so.
* ''VideoGame/JediKnightDarkForcesII'' does not have a visible oxygen meter, but it doesn't mean you won't take damage from staying underwater for too long.
* ''VideoGame/UnrealI'' lets you spend a few seconds swimming underwater before your character starts losing health due to lack of oxygen. You can extend that time with expendable SCUBA gear you can occasionally find. In ''Return to Na Pali'', your "{{b|oxedCrook}}enefactors" give you a SCUBA gear that recharges every time you resurface.



* ''VideoGame/CaveStory'' has an oxygen meter which appears when the protagonist is underwater, although one might wonder why, since he's a robot. Players trying for the [[MultipleEndings secret ending]] will eventually discover while saving Curly that surface robots are programmed to shut down if their systems get flooded with water, but this leads one to ask how carrying an oxygen tank enables one to survive underwater indefinitely.

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* ''VideoGame/CaveStory'' has an oxygen meter which appears when the protagonist is underwater, although one might wonder why, since he's a robot. Players trying for the [[MultipleEndings secret ending]] will eventually discover while saving underwater. Curly that surface robots are programmed to shut down if their systems get flooded with water, but this leads one to ask how carrying carries an oxygen tank enables one to which lets survive underwater indefinitely.indefinitely, which she gives to the protagonist at one point.



* The ''VideoGame/{{Rayman}}'' series plays with this a bit. The first game has SuperDrowningSkills, the second has an Oxygen Meter which can be refilled by collecting blue lums, and the third lets you breathe underwater indefinitely.

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* The first ''VideoGame/{{Rayman}}'' series plays with this a bit. The first game has SuperDrowningSkills, the second has an Oxygen Meter which can be refilled by collecting blue lums, and the third lets you breathe underwater indefinitely.



* One level in ''VideoGame/{{Karoshi}} 2.0'' takes place underwater and is finished by letting your oxygen meter drop to 0, a task made harder by OxygenatedUnderwaterBubbles rising in droves.



* In ''VideoGame/FTLFasterThanLight'', rooms on spaceship can have pressure from 0 to 1 atmosphere (shown as white at 100% pressure and getting redder as it drops) which can be replenished by a working life support system and depleted by opened airlocks, fires, hull breaches, hacked life support or the Lanius. If pressure falls below 5% (indicated by red diagonal stripes), organic beings staying there that aren't Lanius start rapidly losing health, but any fire there will get extinguished. Humorously, an upgraded medbay can restore health faster than underpressure depletes it.

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* In ''VideoGame/FTLFasterThanLight'', rooms on spaceship can have pressure from 0 to 1 atmosphere (shown as white at 100% pressure and getting redder as it drops) which can be replenished by a working life support system and depleted by opened airlocks, fires, hull breaches, hacked life support or the Lanius. If pressure falls below 5% (indicated by red diagonal stripes), organic non-Lanius beings staying there that aren't Lanius start rapidly losing health, but health and any fire there will get extinguished. Humorously, an upgraded medbay can restore health faster than underpressure depletes it.


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* The ''VideoGame/{{Thief}}'' games have an oxygen meter that looks like a line of bubbles across the bottom of the screen. If you knock someone unconscious and dump him in water, he will die in about the same span of time you would (so don't dump unconscious guards in swimming pools if you're running a no-kill mission). Averted however in ''VideoGame/ThiefDeadlyShadows'', where Garrett has learnt SuperDrowningSkills.
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* ''VideoGame/DistortedTravesty 3'' has a blue bar on the left side of the screen that appears whenever your head is below the water. Additionally when it's within five seconds of running out, [[https://youtu.be/xTkDI0cUj_4?t=1m28s big green numbers]] [[ShoutOut straight from]] ''Franchise/SonicTheHedgehog'' appear right above the player's head and start counting down.

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* ''VideoGame/DistortedTravesty 3'' has a blue bar on the left side of the screen that appears whenever your head is below the water. Additionally when it's within five seconds of running out, [[https://youtu.be/xTkDI0cUj_4?t=1m28s big green numbers]] [[ShoutOut straight from]] ''Franchise/SonicTheHedgehog'' ''VideoGame/SonicTheHedgehog'' appear right above the player's head and start counting down.



* ''Franchise/SonicTheHedgehog'':

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* ''Franchise/SonicTheHedgehog'':''VideoGame/SonicTheHedgehog'':

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* In ''VideoGame/DeusEx'', your health would also start decreasing when you run out of oxygen and start gulping water. While there are [[InstantExpert skills]], items, and {{Upgrade Artifact}}s to increase the amount of time you can hold your breath, the powerful health regeneration Upgrade Artifacts and instant-use [[HealThyself medkits]] allow one to use HitPoints as an extra Oxygen Meter.

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* In ''VideoGame/DeusEx'', your health would also start decreasing when you run out of oxygen and start gulping water. While there are [[InstantExpert skills]], items, and {{Upgrade Artifact}}s to increase the amount of time you can hold your breath, the powerful health regeneration Upgrade Artifacts and instant-use [[HealThyself medkits]] allow one to use HitPoints as an extra Oxygen Meter.



* In ''VideoGame/FTLFasterThanLight'', rooms on spaceship can have pressure from 0 to 1 atmosphere (white at 100% pressure and getting redder as it drops) which can be replenished by a working life support system and depleted by opened airlocks, fires, hull breaches, hacked life support or the Lanius. If pressure falls below 5% (indicated by red diagonal stripes), non-Lanius beings starting rapidly losing health and fire gets extinguished. Humorously, an upgraded medbay can restore health faster than underpressure depletes it.

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* In ''VideoGame/FTLFasterThanLight'', rooms on spaceship can have pressure from 0 to 1 atmosphere (white (shown as white at 100% pressure and getting redder as it drops) which can be replenished by a working life support system and depleted by opened airlocks, fires, hull breaches, hacked life support or the Lanius. If pressure falls below 5% (indicated by red diagonal stripes), non-Lanius organic beings starting staying there that aren't Lanius start rapidly losing health and health, but any fire gets there will get extinguished. Humorously, an upgraded medbay can restore health faster than underpressure depletes it.



* In level 3 of ''VideoGame/MDK2'', Dr. Hawkins is trapped in a large room with an open airlock that's sucking him towards it. The player has 10 seconds, shown on the screen, to find a way to stop [[ThrownOutTheAirlock getting sucked into space]] and then find a spacesuit ([[FishbowlHelmet or in this case a fishbowl]]) so he can breath.

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* In level 3 of ''VideoGame/MDK2'', Dr. Hawkins is trapped in a large room with an open airlock that's sucking him towards it. The player has 10 seconds, shown on the screen, to find a way to stop [[ThrownOutTheAirlock getting sucked into space]] and then find a spacesuit ([[FishbowlHelmet or (or in this case a fishbowl]]) {{fishbowl|Helmet}}) so he can breath.breath.
* The aim of Survival missions in ''VideoGame/{{Warframe}}'' is not just to HoldTheLine against fiercer and fiercer enemies, but also to look after your draining life support meter, which can be replenished by tiny capsules dropped by enemies and larger capsules dropped by your MissionControl. When life support drops to 0, your life will start draining and you will have no choice but to extract; unless extraction is not available yet, in which case you fail the mission.

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* ''VideoGame/EccoTheDolphin''. {{Justified|Trope}} of course, since the whole game was set underwater and dolphins can hold their breath for quite a while. When the oxygen meter runs out, health begins to drain.

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* ''VideoGame/EccoTheDolphin''. {{Justified|Trope}} of Of course, since the whole game was set underwater and dolphins can hold their breath for quite a while. When the oxygen meter runs out, health begins to drain.



** Health lost to drowning being replenished by coming up and a line from the first game's tutorial sequence suggests that when you go underwater in the first game or the suit's auxiliary power runs out in the second, Gordon is merely holding his breath; when health starts dropping, it's a sign that he used up the air in his lungs and [[FridgeBrilliance what we see as his health actually represents his blood oxygen levels in this case]]. Just like in real life, staying underwater kills him because he holds his breath for so long he passes out from lack of oxygen - which is indirectly fatal when it happens underwater, especially if no one's around to pull a comatose scientist and his who-knows-how-heavy PoweredArmor out of the dip. Still doesn't explain how he [[SuperDrowningSkills runs out of air so quick]]; maybe the suit's weight makes him have to exert more force to move underwater, using up air faster than normal. On the other hand, he IS a [[SquishyWizard mere scientist, not a soldier or hobby swimmer]].
** ''VideoGame/HalfLife2'''s auxiliary power supplying him oxygen can be explained away by his suit using that electricity to electrolyse oxygen from the water as he swims. Once that runs out, it's back to good old lungs.



* ''VideoGame/KirbyMassAttack'' is one of the few games in the ''VideoGame/{{Kirby}}'' series which has this meter.[[note]]This could be justified, as this is one of the only games to not feature Kirby in scuba gear when underwater.[[/note]] This meter is shared by all the Kirbys and the more Kirbys the player has, the bigger the meter is.

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* ''VideoGame/KirbyMassAttack'' is one of the few games in the ''VideoGame/{{Kirby}}'' series which has this meter.[[note]]This could be justified, as this is [[note]]And one of the only games to not feature Kirby in scuba gear when underwater.[[/note]] This meter is shared by all the Kirbys and the more Kirbys the player has, the bigger the meter is.
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** Health lost to drowning being replenished by coming up and a line from the first game's tutorial sequence suggests that when you go underwater in the first game or the suit's auxiliary power runs out in the second, Gordon is merely holding his breath; when health starts dropping, it's a sign that he used up the air in his lungs and [[FridgeBrilliance what we see as his health actually represents his blood oxygen levels in this case]]. Just like in real life, staying underwater kills him because he holds his breath for so long he passes out from lack of oxygen - [[CaptainObvious which is indirectly fatal when it happens underwater]], especially if no one's around to pull a comatose scientist and his who-knows-how-heavy PoweredArmor out of the dip. Still doesn't explain how he [[SuperDrowningSkills runs out of air so quick]]; maybe the suit's weight makes him have to exert more force to move underwater, using up air faster than normal. On the other hand, he IS a [[SquishyWizard mere scientist, not a soldier or hobby swimmer]].

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** Health lost to drowning being replenished by coming up and a line from the first game's tutorial sequence suggests that when you go underwater in the first game or the suit's auxiliary power runs out in the second, Gordon is merely holding his breath; when health starts dropping, it's a sign that he used up the air in his lungs and [[FridgeBrilliance what we see as his health actually represents his blood oxygen levels in this case]]. Just like in real life, staying underwater kills him because he holds his breath for so long he passes out from lack of oxygen - [[CaptainObvious which is indirectly fatal when it happens underwater]], underwater, especially if no one's around to pull a comatose scientist and his who-knows-how-heavy PoweredArmor out of the dip. Still doesn't explain how he [[SuperDrowningSkills runs out of air so quick]]; maybe the suit's weight makes him have to exert more force to move underwater, using up air faster than normal. On the other hand, he IS a [[SquishyWizard mere scientist, not a soldier or hobby swimmer]].
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[[folder:Party Game]]
* In ''VideoGame/SonicShuffle'', the first board, [[PalmtreePanic Emerald Coast]] has underwater sections. Sonic and his friends can only spend five turns underwater. If they don't land on an oxygen space or resurface within those five turns, they will drown, losing a turn as a result.
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* ''VideoGame/HorizonZeroDawn'' has one for when Aloy dives underwater whilst stealth-swimming; this makes it easier for her to sneak up on enemies in or near the water and harder for her to be detected. However, if she stays under for more than approximately 30 seconds, Aloy begins to drown and she flails whilst making pained groaning and choking noises -- her health decreasing rapidly until she either re-surfaces or suffocates. Of course, she can use any health-granting items on her person to survive longer, but it does raise the question of [[FridgeLogic how she's able to eat whilst holding her breath]].
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* In level 3 of ''VideoGame/MDK2'', once you find a way to stop getting ThrownOutTheAirlock, you're given 10 seconds, shown on the screen, to find a way to stop choking to death due to underpressure.

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* In level 3 of ''VideoGame/MDK2'', once you find Dr. Hawkins is trapped in a way to stop getting ThrownOutTheAirlock, you're given large room with an open airlock that's sucking him towards it. The player has 10 seconds, shown on the screen, to find a way to stop choking to death due to underpressure.[[ThrownOutTheAirlock getting sucked into space]] and then find a spacesuit ([[FishbowlHelmet or in this case a fishbowl]]) so he can breath.
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* In the ''VideoGame/WiiPlayMotion'' minigame "Treasure Twirl", your diving suit-clad Mii has to dive into the sea to salvage the treasures that hide in it, but they have to get back up before they run out of oxygen. Thankfully, there are some conveniently-placed oxygen tanks underwater so you can slightly refill your oxygen meter during the dive.

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* In the ''VideoGame/WiiPlayMotion'' minigame "Treasure Twirl", your diving suit-clad Mii has to dive into the sea to salvage the treasures that hide in it, but they have to get back up before they run out of oxygen. Thankfully, there are some conveniently-placed oxygen tanks underwater so you can slightly refill your the oxygen meter during the dive.
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* In the ''VideoGame/WiiPlayMotion'' minigame "Treasure Twirl", your scaphander-clad Mii has to dive into the sea to salvage the treasures that hide in it, but they have to get back up before they run out of oxygen. Thankfully, there are some conveniently-placed oxygen tanks underwater so you can slightly refill your oxygen meter during the dive.

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* In the ''VideoGame/WiiPlayMotion'' minigame "Treasure Twirl", your scaphander-clad diving suit-clad Mii has to dive into the sea to salvage the treasures that hide in it, but they have to get back up before they run out of oxygen. Thankfully, there are some conveniently-placed oxygen tanks underwater so you can slightly refill your oxygen meter during the dive.
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[[folder:Miscellanous Games]]
* In the ''VideoGame/WiiPlayMotion'' minigame "Treasure Twirl", your scaphander-clad Mii has to dive into the sea to salvage the treasures that hide in it, but they have to get back up before they run out of oxygen. Thankfully, there are some conveniently-placed oxygen tanks underwater so you can slightly refill your oxygen meter during the dive.
[[/folder]]
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* In the ''VideoGame/HalfLife'' series, your [[PoweredArmor hazardous environment suit]] provides you oxygen for a limited time. Oddly, the same meter that powers your sprint ability and flashlight is used for this in the second game. Once the suit runs out, Gordon has to start holding his breath. Once ''that'' runs out, your health starts dropping, but you can refill the health that you lost from drowning by coming up for air.

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* In the ''VideoGame/HalfLife'' series, your [[PoweredArmor hazardous environment suit]] provides you oxygen for a limited time. Oddly, the same meter that powers your sprint ability and flashlight is used for this in the second game. Once the suit runs out, Gordon has to start holding his breath. Once ''that'' runs out, your health starts dropping, but regenerates just as gradually when you can refill the health that you lost from drowning by coming come up for air.
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* ''VideoGame/SuperSmashBros Brawl'' has an invisible one just for swimming. Some characters (e.g. Squirtle) can swim longer than others (e.g. Charizard), but anyone will sink eventually. In the Subspace Emissary, some stickers can increase the length, but there really isn't any need for it.

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* ''VideoGame/SuperSmashBros Brawl'' ''VideoGame/SuperSmashBrosBrawl'' has an invisible one just for swimming. Some characters (e.g. Squirtle) can swim longer than others (e.g. Charizard), but anyone will sink eventually. In the Subspace Emissary, some stickers can increase the length, but there really isn't any need for it.
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* In ''VideoGame/FTLFasterThanLight'', rooms on spaceship can have pressure from 0 to 1 atmosphere which can be replenished by a working life support system and depleted by opened airlock, fires, hull breaches, hacked life support or the Lanius. If pressure falls below 5%, non-Lanius beings starting rapidly losing health and fire gets extinguished. Hilariously, an upgraded medbay can restore health faster than underpressure depletes it.

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* In ''VideoGame/FTLFasterThanLight'', rooms on spaceship can have pressure from 0 to 1 atmosphere (white at 100% pressure and getting redder as it drops) which can be replenished by a working life support system and depleted by opened airlock, airlocks, fires, hull breaches, hacked life support or the Lanius. If pressure falls below 5%, 5% (indicated by red diagonal stripes), non-Lanius beings starting rapidly losing health and fire gets extinguished. Hilariously, Humorously, an upgraded medbay can restore health faster than underpressure depletes it.

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* In ''VideoGame/AnUntitledStory'', you even get upgrades that extend your oxygen meter.
* ''VideoGame/EndlessOcean'' essentially averts; it *does* have an oxygen meter for your air tanks, but it's a rather long one and most tasks get completed without running out of air ever being a factor. When it does run out, you get warped back to the boat. The sequel does tweak things a bit; dangerous fish attacking you knock your air out faster. Certain equipment upgrades up your air supply in both games.

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* In ''VideoGame/AnUntitledStory'', in addition to a life meter indicated by a red {{heart|sAreHealth}} you even get upgrades also have an air meter, indicated by a blue heart, that extend your oxygen meter.
drops when you're in water and is restored by getting out of water, touching OxygenatedUnderwaterBubbles or standing on jets of oxygen. Once it drops to 0 you start getting damage restrained only by MercyInvincibility.
* ''VideoGame/EndlessOcean'' essentially averts; it *does* have has an oxygen meter for your air tanks, but it's a rather long one and most tasks get completed without running out of air ever being a factor. When it does run out, you get warped back to the boat. The sequel does tweak things a bit; dangerous fish attacking you knock your air out faster. Certain equipment upgrades up your air supply in both games.



** ''VideoGame/HadesVanquish'' has one that is [[{{Cap}} capped]] by Mana's LifeMeter. So how long she can hold her breath underwater depends on how much damage she took beforehand. If Mana has no items to recover her health or revive her after death, FailureIsTheOnlyOption if you're forced to take a dive with little health left, which has her drown in only [[SuperDrowningSkills a few seconds]].

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** ''VideoGame/HadesVanquish'' has one that is [[{{Cap}} capped]] {{cap}}ped by Mana's LifeMeter. So how long she can hold her breath underwater depends on how much damage she took beforehand. If Mana has no items to recover her health or revive her after death, FailureIsTheOnlyOption if you're forced to take a dive with little health left, which has her drown in only [[SuperDrowningSkills a few seconds]].



* ''VideoGame/{{Minecraft}}'' gives you small air bubbles underwater. Once used up, you lose health over time, and originally began recoiling from damage, making it VERY hard to surface(this was eventually patched out). Helmets enchanted with the Respiration ability decreases oxygen consumption, including drowning damage.

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* ''VideoGame/{{Minecraft}}'' gives you small air bubbles underwater. Once used up, you lose health over time, and originally began recoiling from damage, making it VERY hard to surface(this was eventually patched out).time. Helmets enchanted with the Respiration ability decreases oxygen consumption, including drowning damage.



* The ''[[VideoGame/{{X}} X-Universe]]'' gives you a two-hour air supply on your spacesuit, though checking it requires you to open up the spacesuit's info screen. Two hours is usually plenty of time for you to do whatever you need to, although it's possible to run out if you're trying to patch up a capital ship's hull with the suit's [[HealingShiv repair laser]]. Somewhat bizarrely, when your oxygen runs out, you explode.

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* The ''[[VideoGame/{{X}} X-Universe]]'' ''VideoGame/{{X}}-Universe'' gives you a two-hour air supply on your spacesuit, though checking it requires you to open up the spacesuit's info screen. Two hours is usually plenty of time for you to do whatever you need to, although it's possible to run out if you're trying to patch up a capital ship's hull with the suit's [[HealingShiv repair laser]]. Somewhat bizarrely, when your oxygen runs out, you explode.{{explo|siveDecompression}}de.



* ''Videogame/EliteDangerous'''s starships have nigh-100% efficient closed circuit life support systems, but all that goes out the window if [[SnipingTheCockpit your cockpit canopy is shattered in combat]]. The oxygen vents out as your space suit automatically seals, and a ominous timer appears in the HUD indicating reserve oxygen levels. If you fail you enter a pressurized space station before the timer runs out, [[MadeOfExplodium kaboom]]. The backup life support can be upgraded from the base 5 minutes up to 20 minutes.

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* ''Videogame/EliteDangerous'''s starships have nigh-100% efficient closed circuit life support systems, but all that goes out the window if [[SnipingTheCockpit your cockpit canopy is shattered in combat]]. The oxygen vents out as your space suit automatically seals, and a ominous timer appears in the HUD indicating reserve oxygen levels. If you fail you enter a pressurized space station before the timer runs out, [[MadeOfExplodium [[ExplosiveDecompression kaboom]]. The backup life support can be upgraded from the base 5 minutes up to 20 minutes.minutes.
* In ''VideoGame/FTLFasterThanLight'', rooms on spaceship can have pressure from 0 to 1 atmosphere which can be replenished by a working life support system and depleted by opened airlock, fires, hull breaches, hacked life support or the Lanius. If pressure falls below 5%, non-Lanius beings starting rapidly losing health and fire gets extinguished. Hilariously, an upgraded medbay can restore health faster than underpressure depletes it.



* ''VideoGame/MassEffect1'' features a variant; it lacks an actual ''oxygen'' meter, but many levels have environmental hazards in the form of extreme heat, cold, or gravitational pressure. The player is safe inside their vehicle, the Mako, but if they leave the vehicle, a meter will appear and slowly deplete. If it empties, the player dies, but the meter instantly fills back up if the player enters the Mako or a pressurized environment such as a building. Equipping certain types of armor that were noted as having been designed for use in hostile environments would slow or possibly even stop the meter from draining.

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* ''VideoGame/MassEffect1'' features a variant; it lacks an actual ''oxygen'' meter, but many levels have environmental hazards in the form of extreme heat, cold, cold or gravitational pressure. The player is safe inside their vehicle, the Mako, but if they leave the vehicle, a meter will appear and slowly deplete. If it empties, the player dies, receives constant damage, but the meter instantly fills back up if the player enters the Mako or a pressurized environment such as a building. Equipping certain types of armor that were noted as having been designed for use in hostile environments would slow or possibly even stop the meter from draining.draining.
* In level 3 of ''VideoGame/MDK2'', once you find a way to stop getting ThrownOutTheAirlock, you're given 10 seconds, shown on the screen, to find a way to stop choking to death due to underpressure.
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** This is the same case for the first ''VideoGame/SonicAdventure'' game, but in its sequel, two-thirds of the cast dies upon falling into water (save the small patch in the Chao Gardens). This eventually became the case for everyone over the course of the 3D series while the 2D games retained the classic countdown. Such is the case of the underwater Knuckles level "Aquatic Mine", which can be quite dangerous until you find the infinite oxygen item.

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** This is the same case for the first ''VideoGame/SonicAdventure'' game, but in its sequel, two-thirds of the cast dies upon falling into water (save the small patch in the Chao Gardens).Gardens, though Tails is short enough that he can drown in one area, the same as in the first game). This eventually became the case for everyone over the course of the 3D series while the 2D games retained the classic countdown. Such is the case of the underwater Knuckles level "Aquatic Mine", which can be quite dangerous until you find the infinite oxygen item.

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