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Removing examples that were just aversions. Alphabetizing the others.


The infinite flashlight shows up just as often in horror games with very poor lighting as it does in games in general where use of a light source is less involved in the game design, especially short indie games. This can be either as an AntiFrustrationFeature, or for pragmatic reasons: it's easier to program a dynamic light source that just exists than it is to code in a dynamic light source governed by a counter that decreases over time at a rate to be determined by the programmer, and replenished by means that also have to be coded in.

to:

The infinite flashlight shows up just as often in horror games with very poor lighting as it does in games in general where use of a light source is less involved in the game design, especially short indie games. This can be either as an AntiFrustrationFeature, acceptable break from reality, or for pragmatic reasons: it's easier to program a dynamic light source that just exists than it is to code in a dynamic light source governed by a counter that decreases over time at a rate to be determined by the programmer, and replenished by means that also have to be coded in.



* If you throw a [[BlindedByTheLight Flash Bomb]] in a dark cave in ''VideoGame/BlasterMasterZero'', [[NuclearCandle the entire cave will be illuminated]] for as long as you are in it.
* In ''VideoGame/HollowKnight'', you can light up really dark areas with a lantern holding tiny bioluminescent bugs which you never have to worry about dying or otherwise stopping providing light.
* ''VideoGame/TheLastOfUs'' features a never ending flashlight even though it's probably 20 years old. The game adds a completely arbitrary need to {{waggle}} the controller to charge it when the light begins to flicker, if only for the illusion of concern the battery might die.



* ''VideoGame/TheLastOfUs'' features a never ending flashlight even though it's probably 20 years old. The game adds a completely arbitrary need to {{waggle}} the controller to charge it when the light begins to flicker, if only for the illusion of concern the battery might die.
* The ''Film/WhoFramedRogerRabbit'' game for the NES... sort of. [[FridgeLogic For some reason]], you have to use a different flashlight in each cave, but those caves stay lit permanently. [[NuclearCandle And all over]].
* If you throw a [[BlindedByTheLight Flash Bomb]] in a dark cave in ''VideoGame/BlasterMasterZero'', [[NuclearCandle the entire cave will be illuminated]] for as long as you are in it.

to:

* ''VideoGame/TheLastOfUs'' features a never ending flashlight even though it's probably 20 years old. The game adds a completely arbitrary need to {{waggle}} the controller to charge it when the light begins to flicker, if only for the illusion of concern the battery might die.
* The ''Film/WhoFramedRogerRabbit'' game for the NES... sort of. [[FridgeLogic For some reason]], reason, you have to use a different flashlight in each cave, but those caves stay lit permanently. [[NuclearCandle And all over]].
* If you throw a [[BlindedByTheLight Flash Bomb]] in a dark cave in ''VideoGame/BlasterMasterZero'', [[NuclearCandle the entire cave will be illuminated]] for as long as you are in it.
over]].



* The obscure 1984 computer game ''VideoGame/BelowTheRoot'' (based on Zilpha Keatley Snyder's ''Literature/GreenSkyTrilogy'') has an underground area that is pitch-dark. It's possible to obtain honeylamps that provide light for a short time, but to fully explore the area and beat the game, it's highly recommended that you obtain an item called the spirit lamp, which provides light for as long as you hold the item.



* The obscure 1984 computer game ''VideoGame/BelowTheRoot'' (based on Zilpha Keatley Snyder's ''Literature/GreenSkyTrilogy'') had an underground area that was pitch-dark. It was possible to obtain honeylamps that would provide light for a short time, but to fully explore the area and beat the game, it was highly recommended that you obtain an item called the spirit lamp, which provides light for as long as you hold the item.
* Played straight with the flashlight in ''VideoGame/{{Kholat}}''. It's extremely helpful, as it's AlwaysNight after the starting area, and the farther you are from the center of the map, the darker it gets. You also use it to read the notebook entries and the map.

to:

* The obscure 1984 computer game ''VideoGame/BelowTheRoot'' (based on Zilpha Keatley Snyder's ''Literature/GreenSkyTrilogy'') had an underground area that was pitch-dark. It was possible to obtain honeylamps that would provide light for a short time, but to fully explore the area and beat the game, it was highly recommended that you obtain an item called the spirit lamp, which provides light for as long as you hold the item.
*
%%* Played straight with the flashlight in ''VideoGame/{{Kholat}}''. It's extremely helpful, as it's AlwaysNight after the starting area, and the farther you are from the center of the map, the darker it gets. You also use it to read the notebook entries and the map. %%Missing context: What is played straight with the flashlight.



* ''VideoGame/MissingChildren'': There's no kind of indicator that shows [[PlayerCharacter Sato]]'s flashlight's battery life, nor are there flashlights to find and collect. So, it's quite likely this trope's in play.

to:

* %%* ''VideoGame/MissingChildren'': There's no kind of indicator that shows [[PlayerCharacter Sato]]'s flashlight's battery life, nor are there flashlights to find and collect. So, it's quite likely this trope's in play. %%Examples are not arguable.



* Played straight in ''VideoGame/{{Rama}}''. It takes place in the distant future, and Arthur C. Clarke did hope that we would tap into zero-point energy someday.

to:

* %%* Played straight in ''VideoGame/{{Rama}}''. It takes place in the distant future, and Arthur C. Clarke did hope that we would tap into zero-point energy someday. %%Missing context: What is played straight.



* ''VideoGame/Left4Dead''. You have the ability to turn it on and off to to sneak past the regular zombies and witches, both of which are less aggravated when they're not being blinded, which is a feasible tactic with the combo of HollywoodDarkness and {{Chiaroscuro}} that the game favors allowing for some fairly decent night vision[[note]]though all bets are off in [[GameMod custom campaigns]], which tend to be a lot darker, sometimes to "WhoForgotTheLights" levels[[/note]].

to:

* ''VideoGame/Left4Dead''. You Flashlights, torches, candles and NightVisionGoggles in ''VideoGame/SevenDaysToDie'' work indefinitely with no tending to necessary. The mining helmet is also infinite, and will work even if it's technically broken (hit points at 0 and offering no armor protection at all); same goes for any helmet with the helmet light mod installed.
* ''VideoGame/TheAdventuresOfMassmouth'' has the Zippo Lighter "weapon"[[labelnote:+]]actually a replacement for the chainsaw, that makes clever use of the id Tech 1 engine's built-in MuzzleFlashlight code[[/labelnote]], used to light up the dark areas in the mine level. It can be used indefinitely, but you can't use your guns while holding it.
* In the first two ''Franchise/AlienVsPredator'' first person shooters, the Marines
have shoulder lamps that only last several minutes, and their nightvision drains power way faster (although the ability power recharges over time, and rather quickly at that). Aliens and Predators, however, have no such limits thanks to the species' natural abilities and high-level technology respectively.
* ''VideoGame/BioShock''
** In ''VideoGame/{{Bioshock 2}}'', your suit will automatically
turn it on and off in dark areas. Given that you're playing a not-quite-human ''thing'' that [[ColourCodedForYourConvenience can change what color its body to to sneak past the regular zombies and witches, both of which are express its mood]], it's less aggravated when of an "Infinite Flashlight" and more of "Making Yourself More Bright When You Need It".
** In ''VideoGame/BioshockInfinite'' the Police in the Soldiers Field Carry flashlights that won't go out after
they're not being blinded, dead.
* In ''VideoGame/{{Contagion}}'', one thing you don't have to worry about in the ZombieApocalypse is battery changes. All flashlights (be them gunlights, the phone's flash or the pocket light) will run forever. The beam is also visible to other players,
which is can be good for allies with lightless weapons or a feasible tactic danger in a PlayerVersusPlayer setting.
* ''VideoGame/CryOfFear'' ditches the traditional ''Half-Life'' flashlight for the light emitted from the player character's phone. It lasts until the battery goes dead for a plot event, forcing Simon to go through [[BlackoutBasement a section]] using flares [[TenSecondFlashlight that are not quite as permanent]] or portable as the phone until he can find a replacement battery. The optional [[GunAccessories Glock-mounted flashlight]], the electric lanterns you find in the forest [[spoiler:after a train crash [[BagOfSpilling robs you of your phone and all your other items]]]] and the conventional torch you find at the basement of the hospital all have likewise infinite batteries, {{Hand Wave}}d in that they are implied to be LED-based and therefore very efficient. The night-vision gas mask you can unlock through "Doctor's Story" mode also applies as a straight example,
with the combo added bonus of HollywoodDarkness not taking up inventory space, and {{Chiaroscuro}} that as such [[spoiler:not being taken away with the game favors allowing for some fairly decent night vision[[note]]though all bets rest of your inventory in the aforementioned train crash]].
* Your basic headlamp in ''VideoGame/DeepRockGalactic'' is powered indefinitely (presumably via your suit battery) but its range is pitiful and its light circle is anemic. By comparison, your throwing flares
are off much brighter and can light up larger areas, [[TenSecondFlashlight but fizzle out in [[GameMod custom campaigns]], which tend to be a lot darker, sometimes to "WhoForgotTheLights" levels[[/note]].mere thirty seconds]].



* In Bungie's ''VideoGame/PathwaysIntoDarkness'', your flashlight will last for a week, but you only have five days to complete your mission before the SealedEvilInACan awakens to destroy ordered reality on Earth. Although there is a set of nightvision goggles necessary to get past evil creepy-crawlies that are attracted to your flashlight.
* ''Franchise/TheChroniclesOfRiddick: VideoGame/EscapeFromButcherBay,'' at least before you get the titular character's 'eyeshine' ability. At one point, Riddick tackles a guard, dropping both of them down a very, very deep well and into the sewers. Riddick thus loses all his weapons and is forced to use the guard's shotgun. The shotgun has a built-in flashlight, as do most of the weapons, but it's been damaged in the fall and flickers continuously. What's more, it'll fail completely in [[ExactTimeToFailure exactly eight minutes]], as the computer voice (in the ''shotgun'') helpfully informs you. [[TimedMission So you're down in the deep, dank sewers with only a few minutes until you're left in the dark]].
* ''Franchise/{{Halo}}'': Averted in the original ''VideoGame/HaloCombatEvolved'', where the flashlight can indeed run out. The flashlights in ''VideoGame/{{Halo 2}}'' & ''[[Videogame/{{Halo3}} 3]]'', however, are infinite, though this is handwaved as drawing power from your new suit's fusion core. ''2'''s will however turn off on its own after a handful of seconds in areas with a light level any higher than "pitch black and underground", making it for all intents and purposes a ten-second flashlight that simply recharges fully and instantly upon running out.

to:

* In Bungie's ''VideoGame/PathwaysIntoDarkness'', your ''VideoGame/{{Dusk}}'': The flashlight will last for a week, has unlimited runtime, although you constantly have to find new ones because they always break after long falls.
* Both flashlights (armor-mounted and handheld) in ''VideoGame/EmpyrionGalacticSurvival'' are infinite.
* ''VideoGame/FarCry1'' features an angle-head torch (several, in fact,
but you can only have five days to complete your mission before the SealedEvilInACan awakens to destroy ordered reality on Earth. Although there is grab one). It's bright, throws a set of nightvision goggles necessary to get past evil creepy-crawlies that are attracted to your flashlight.
* ''Franchise/TheChroniclesOfRiddick: VideoGame/EscapeFromButcherBay,'' at least before you get the titular character's 'eyeshine' ability. At one point, Riddick tackles a guard, dropping both of them down a very, very deep well
decent distance, and into the sewers. Riddick thus loses all his weapons and is forced to use the guard's shotgun. The shotgun has a built-in flashlight, as do covers most of the weapons, but it's been damaged in the fall and flickers continuously. What's more, it'll fail completely in [[ExactTimeToFailure exactly eight minutes]], as the computer voice (in the ''shotgun'') helpfully informs you. [[TimedMission So you're down in the deep, dank sewers screen when turned on, with only a few minutes until you're left in the dark]].
* ''Franchise/{{Halo}}'': Averted in the original ''VideoGame/HaloCombatEvolved'', where the flashlight can indeed run out. The flashlights in ''VideoGame/{{Halo 2}}'' & ''[[Videogame/{{Halo3}} 3]]'', however, are infinite, though this is handwaved as drawing power from
downside that it gives your new suit's fusion core. ''2'''s will however turn off on its own after a handful of seconds position away. This is in areas with contrast to the later [="CryVision"=] goggles you can pick up, which let you view things in a light level any higher than "pitch black and underground", making it for all intents and purposes a ten-second flashlight that simply recharges fully and instantly upon running out.funky infrared mode without giving yourself away, but have [[TenSecondFlashlight limited battery life in return]].



* ''VideoGame/TeamFortressClassic'' still has the flashlight from ''Half-Life'' in the code, but because the power gauge was removed it now shines indefinitely. If you're curious, you activate it by hitting the console key and typing: bind <key> "impulse 100".
* In ''VideoGame/TheNamelessMod'', using a (somewhat rare) augmentation upgrade on your default light enhancement results in this. As a ''VideoGame/DeusEx'' mod (where gameplay pretty much requires dark areas), this comes in handy.
* ''VideoGame/BioShock''
** In ''VideoGame/{{Bioshock 2}}'', your suit will automatically turn on in dark areas. Given that you're playing a not-quite-human ''thing'' that [[ColourCodedForYourConvenience can change what color its body to express its mood]], it's less of an "Infinite Flashlight" and more of "Making Yourself More Bright When You Need It".
** In ''VideoGame/BioshockInfinite'' the Police in the Soldiers Field Carry flashlights that won't go out after they're dead.
* In ''VideoGame/{{Vietcong}}'' the player has a flashlight that never runs out of power - mainly useful for the mission segments when you must traverse through the tunnel systems of your enemies. However, some players never actually realized they had a flashlight during those missions since they'd never used it previously and ended up negotiating the tunnels in near complete darkness. A case of read the manual in those cases.
* In ''VideoGame/{{Metro 2033}}'' and ''VideoGame/MetroLastLight'', Artyom's headlamp and the night vision goggles share a power source, which can be charged with a universal charger. That is only really vital for the NV, though, which stops working altogether at zero power; the flashlight simply doesn't shine as brightly. But this doesn't mean that charging the power to use the flashlight is pointless - some enemies that live in the dark such as the [[KingMook plated nosalises]] and the [[BigCreepyCrawlies spiderbugs]] will shrink back in a daze if confronted with a full-ish beam, which gives the player a few precious seconds to introduce their faces to a magazine of military-grade rounds or their bellies to a knife. If you have enough time and battery power, you can just keep the light on a dazed spiderbug [[WeakenedByTheLight and it'll burn up until it dies]].
* Downplayed in ''VideoGame/{{Unreal|I}}'' with the Searchlight. It is not in fact infinite: simply, its charge is so high[[note]]30 minutes real time[[/note]] that no sane player is likely to run out of power for it since you get it so late in the base game[[labelnote:+]]more precisely, in the fifth-to-last level, and only the third-to-last is one where you have plausible use for it[[/labelnote]]; if you take long enough to finish the game, it's likely you'll see its charge bar diminish a fair bit before the end. If ''somehow'' you manage to deplete it, a task that ''can'' happen in the expansion pack[[labelnote:+]]you get the Searchlight halfway through the plot, at the [[spoiler:crashed UMS Prometheus]][[/labelnote]], the game doesn't even have tailored a message specifically for it[[note]]it says "''Flashlight'' batteries have died." just like when [[TenSecondFlashlight the regular 60-second flashlight]] dies out[[/note]]. Another big difference from the regular example is that its beam is far brighter[[labelnote:+]]wider angle and higher color temperature, so it gives the impression of more power[[/labelnote]] than the common flashlight.
* ''VideoGame/{{Painkiller}}'' and its expansion ''Battle out of Hell'' both have infinite flashlights. In the first game it is literally a flashlight that emanates inexplicably from Daniel's chest (you never see the light itself, but it does flicker, make electrical noises and has a distortion in the center like a normal flashlight). in Battle out of Hell, the light has been replaced with a strange glowing yellow ball in the bottom left corner of the screen. Presumably, this is supposed to represent a lantern or candle instead of an electrical torch.



* ''VideoGame/CryOfFear'' ditches the traditional ''Half-Life'' flashlight for the light emitted from the player character's phone. It lasts until the battery goes dead for a plot event, forcing Simon to go through [[BlackoutBasement a section]] using flares [[TenSecondFlashlight that are not quite as permanent]] or portable as the phone until he can find a replacement battery. The optional [[GunAccessories Glock-mounted flashlight]], the electric lanterns you find in the forest [[spoiler:after a train crash [[BagOfSpilling robs you of your phone and all your other items]]]] and the conventional torch you find at the basement of the hospital all have likewise infinite batteries, {{Hand Wave}}d in that they are implied to be LED-based and therefore very efficient. The night-vision gas mask you can unlock through "Doctor's Story" mode also applies as a straight example, with the added bonus of not taking up inventory space, and as such [[spoiler:not being taken away with the rest of your inventory in the aforementioned train crash]].
* The first two ''Franchise/AlienVsPredator'' first person shooters avert this trope for the Marines - their shoulder lamps will only last several minutes, and their nightvision drains power way faster (although the power recharges over time, and rather quickly at that). For Aliens and Predators, this trope is played straight, but it's [[JustifiedTrope justified]] by the species' natural abilities and high-level technology respectively.
* ''VideoGame/FarCry1'' features an angle-head torch (several, in fact, but you can only grab one). It's bright, throws a decent distance, and covers most of the screen when turned on, with the downside that it gives your position away. This is in contrast to the later [="CryVision"=] goggles you can pick up, which let you view things in a funky infrared mode without giving yourself away, but have [[TenSecondFlashlight limited battery life in return]].

to:

* ''VideoGame/CryOfFear'' ditches the traditional ''Half-Life'' The flashlights in ''VideoGame/Halo2'' & ''[[Videogame/Halo3 3]]'' are infinite, though this is handwaved as drawing power from your new suit's fusion core. ''2'''s will however turn off on its own after a handful of seconds in areas with a light level any higher than "pitch black and underground", making it for all intents and purposes a ten-second flashlight that simply recharges fully and instantly upon running out.
* ''VideoGame/{{HROT}}'': You start off with a flashlight, and batteries for it are never a concern.
* ''VideoGame/Left4Dead''. You have the ability to turn it on and off to to sneak past the regular zombies and witches, both of which are less aggravated when they're not being blinded, which is a feasible tactic with the combo of HollywoodDarkness and {{Chiaroscuro}} that the game favors allowing for some fairly decent night vision[[note]]though all bets are off in [[GameMod custom campaigns]], which tend to be a lot darker, sometimes to "WhoForgotTheLights" levels[[/note]].
* In ''VideoGame/Metro2033'' and ''VideoGame/MetroLastLight'', Artyom's headlamp and the night vision goggles share a power source, which can be charged with a universal charger. That is only really vital
for the light emitted from NV, though, which stops working altogether at zero power; the flashlight simply doesn't shine as brightly. But this doesn't mean that charging the power to use the flashlight is pointless; some enemies that live in the dark such as the [[KingMook plated nosalises]] and the [[BigCreepyCrawlies spiderbugs]] will shrink back in a daze if confronted with a full-ish beam, which gives the player character's phone. It lasts until the a few precious seconds to introduce their faces to a magazine of military-grade rounds or their bellies to a knife. If you have enough time and battery goes dead for power, you can just keep the light on a plot event, forcing Simon to go through [[BlackoutBasement a section]] dazed spiderbug [[WeakenedByTheLight and it'll burn up until it dies]].
%%* In ''VideoGame/TheNamelessMod'',
using flares [[TenSecondFlashlight that are not quite as permanent]] or portable as the phone until he can find a replacement battery. The optional [[GunAccessories Glock-mounted flashlight]], the electric lanterns you find in the forest [[spoiler:after a train crash [[BagOfSpilling robs you of (somewhat rare) augmentation upgrade on your phone and all your other items]]]] and the conventional torch you find at the basement default light enhancement results in this. As a ''VideoGame/DeusEx'' mod (where gameplay pretty much requires dark areas), this comes in handy. %%Missing context: The result of the hospital all augmentation.
* ''VideoGame/{{Painkiller}}'' and its expansion ''Battle out of Hell'' both
have likewise infinite batteries, {{Hand Wave}}d in flashlights. In the first game it is literally a flashlight that they are implied to be LED-based emanates inexplicably from Daniel's chest (you never see the light itself, but it does flicker, make electrical noises and therefore very efficient. The night-vision gas mask you can unlock through "Doctor's Story" mode also applies as has a straight example, with the added bonus of not taking up inventory space, and as such [[spoiler:not being taken away with the rest of your inventory distortion in the aforementioned train crash]].
* The first two ''Franchise/AlienVsPredator'' first person shooters avert
center like a normal flashlight). in Battle out of Hell, the light has been replaced with a strange glowing yellow ball in the bottom left corner of the screen. Presumably, this trope for the Marines - their shoulder lamps is supposed to represent a lantern or candle instead of an electrical torch.
* In Bungie's ''VideoGame/PathwaysIntoDarkness'', your flashlight
will last for a week, but you only last several minutes, and their have five days to complete your mission before the SealedEvilInACan awakens to destroy ordered reality on Earth. Although there is a set of nightvision drains power way faster (although the power recharges over time, and rather quickly at that). For Aliens and Predators, this trope is played straight, but it's [[JustifiedTrope justified]] by the species' natural abilities and high-level technology respectively.
* ''VideoGame/FarCry1'' features an angle-head torch (several, in fact, but you can only grab one). It's bright, throws a decent distance, and covers most of the screen when turned on, with the downside that it gives your position away. This is in contrast to the later [="CryVision"=]
goggles you can pick up, which let you view things in a funky infrared mode without giving yourself away, but have [[TenSecondFlashlight limited battery life in return]].necessary to get past evil creepy-crawlies that are attracted to your flashlight.



* Flashlights, torches, candles and NightVisionGoggles in ''VideoGame/SevenDaysToDie'' work indefinitely with no tending to necessary. The mining helmet is also infinite, and will work even if it's technically broken (hit points at 0 and offering no armor protection at all); same goes for any helmet with the helmet light mod installed.
* In ''VideoGame/{{Contagion}}'', one thing you don't have to worry about in the ZombieApocalypse is battery changes. All flashlights (be them gunlights, the phone's flash or the pocket light) will run forever. The beam is also visible to other players, which can be good for allies with lightless weapons or a danger in a [[PlayerVersusPlayer PvP]] setting.
* Both flashlights (armor-mounted and handheld) in ''VideoGame/EmpyrionGalacticSurvival'' are infinite.
* ''Doom'' mods feature this quite a bit.
** ''VideoGame/TheAdventuresOfMassmouth'' has the Zippo Lighter "weapon"[[labelnote:+]]actually a replacement for the chainsaw, that makes clever use of the id Tech 1 engine's built-in MuzzleFlashlight code[[/labelnote]], used to light up the dark areas in the mine level. It can be used indefinitely, but you can't use your guns while holding it.
* ''VideoGame/{{Dusk}}'': The flashlight has unlimited runtime, although you constantly have to find new ones because they always break after long falls.
* Your basic headlamp in ''VideoGame/DeepRockGalactic'' is powered indefinitely (presumably via your suit battery) but its range is pitiful and its light circle is anemic. By comparison, your throwing flares are much brighter and can light up larger areas, [[TenSecondFlashlight but fizzle out in a mere thirty seconds]].
* ''VideoGame/{{HROT}}'': You start off with a flashlight, and batteries for it are never a concern.

to:

* Flashlights, torches, candles and NightVisionGoggles in ''VideoGame/SevenDaysToDie'' work indefinitely with no tending to necessary. The mining helmet is also infinite, and will work even if it's technically broken (hit points at 0 and offering no armor protection at all); same goes for any helmet with the helmet light mod installed.
* In ''VideoGame/{{Contagion}}'', one thing you don't have to worry about in the ZombieApocalypse is battery changes. All flashlights (be them gunlights, the phone's flash or the pocket light) will run forever. The beam is also visible to other players, which can be good for allies with lightless weapons or a danger in a [[PlayerVersusPlayer PvP]] setting.
* Both flashlights (armor-mounted and handheld) in ''VideoGame/EmpyrionGalacticSurvival'' are infinite.
* ''Doom'' mods feature this quite a bit.
** ''VideoGame/TheAdventuresOfMassmouth''
''VideoGame/TeamFortressClassic'' still has the Zippo Lighter "weapon"[[labelnote:+]]actually a replacement for the chainsaw, that makes clever use of the id Tech 1 engine's built-in MuzzleFlashlight code[[/labelnote]], used to light up the dark areas in the mine level. It can be used indefinitely, but you can't use your guns while holding it.
* ''VideoGame/{{Dusk}}'': The
flashlight has unlimited runtime, although you constantly have to find new ones from ''Half-Life'' in the code, but because they always break after long falls.
the power gauge was removed it now shines indefinitely. If you're curious, you activate it by hitting the console key and typing: bind "impulse 100".
* Your basic headlamp The Searchlight in ''VideoGame/DeepRockGalactic'' ''VideoGame/UnrealI'' is powered indefinitely (presumably via your suit battery) not infinite, but its range charge is pitiful so high[[note]]30 minutes real time[[/note]] that player is unlikely to run out of power for it since you get it so late in the base game[[labelnote:+]]more precisely, in the fifth-to-last level, and only the third-to-last is one where you have plausible use for it[[/labelnote]]; if you take long enough to finish the game, it's likely you'll see its light circle is anemic. By comparison, your throwing flares are much brighter and can light up larger areas, charge bar diminish a fair bit before the end. If ''somehow'' you manage to deplete it, a task that ''can'' happen in the expansion pack[[labelnote:+]]you get the Searchlight halfway through the plot, at the [[spoiler:crashed UMS Prometheus]][[/labelnote]], the game doesn't even have tailored a message specifically for it[[note]]it says "''Flashlight'' batteries have died." just like when [[TenSecondFlashlight but fizzle out in a mere thirty seconds]].
* ''VideoGame/{{HROT}}'': You start off with a flashlight,
the regular 60-second flashlight]] dies out[[/note]]. Another big difference from the regular example is that its beam is far brighter[[labelnote:+]]wider angle and batteries for higher color temperature, so it are gives the impression of more power[[/labelnote]] than the common flashlight.
* In ''VideoGame/{{Vietcong}}'' the player has a flashlight that
never runs out of power; mainly useful for the mission segments when you must traverse through the tunnel systems of your enemies. However, some players never actually realized they had a concern.flashlight during those missions since they'd never used it previously and ended up negotiating the tunnels in near complete darkness. A case of read the manual in those cases.



* One such searchlight is held by Squawks in ''VideoGame/DonkeyKongCountry1''. Glimmer in the sequel, ''VideoGame/DonkeyKongCountry2DiddysKongQuest'', being [[BioluminescenceIsCool a friendly anglerfish]], is mostly the same except for the narrower beam.
* In the ''VideoGame/LittleNightmares'' series, no matter if it's a lighter or a flashlight, the portable light sources of the player characters are all infinite. This is especially important in the sequel, where certain enemies cannot move while in the light, including Mono's flashlight.

to:

* %%* One such searchlight is held by Squawks in ''VideoGame/DonkeyKongCountry1''. Glimmer in the sequel, ''VideoGame/DonkeyKongCountry2DiddysKongQuest'', being [[BioluminescenceIsCool a friendly anglerfish]], is mostly the same except for the narrower beam.
beam. %%Missing context: What searchlight Squawks holds.
* In the ''VideoGame/LittleNightmares'' series, no matter if it's a lighter or a flashlight, the portable light sources of the player characters are all infinite. This is especially important in the sequel, where certain enemies cannot move while in the light, including Mono's flashlight.



* ''[[VideoGame/TheSeventhGuest The 11th Hour]]'' has main character Carl go into Stauf Manor equipped with a flashlight. Given that the game takes place over a period of four hours, it's somewhat justifiable.

to:

* %%* ''[[VideoGame/TheSeventhGuest The 11th Hour]]'' has main character Carl go into Stauf Manor equipped with a flashlight. Given that the game takes place over a period of four hours, it's somewhat justifiable. %%Missing context: What is justifiable?



* ''VideoGame/TheBindingOfIsaac'': the Night Light is a passive upgrade, meaning its effects are permanent rather than reliant on charges. That said, its use as an actual light source is very limited[[note]]only if you get the [[BlackoutBasement Curse of Darkness]] on a floor ''after'' finding the Night Light, as picking it up on a cursed floor undoes the Curse[[/note]]; its main utility is slowing down enemies and projectiles caught in the beam.
* In ''VideoGame/CandiesNCurses'', flashlights and lanterns of any kind will shine indefinitely. They even last through multiple playthroughs.
* In ''VideoGame/DeathRoadToCanada'', flashlights have unlimited juice and remain working so long as they don't {{break|ableWeapons}} from being [[ImprovisedWeapon used as melee weapons]]. The unique Tacticop Lite(TM) is {{unbreakable|Weapons}} and can be swung about at will.



* In ''VideoGame/CandiesNCurses'', flashlights and lanterns of any kind will shine indefinitely. They even last through multiple playthroughs.
* In ''VideoGame/DeathRoadToCanada'', flashlights have unlimited juice and remain working so long as they don't {{break|ableWeapons}} from being [[ImprovisedWeapon used as melee weapons]]. The unique Tacticop Lite(TM) is {{unbreakable|Weapons}} and can be swung about at will.
* ''VideoGame/TheBindingOfIsaac'': the Night Light is a passive upgrade, meaning its effects are permanent rather than reliant on charges. That said, its use as an actual light source is very limited[[note]]only if you get the [[BlackoutBasement Curse of Darkness]] on a floor ''after'' finding the Night Light, as picking it up on a cursed floor undoes the Curse[[/note]]; its main utility is slowing down enemies and projectiles caught in the beam.



* The Pip-Boy wrist computer in ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 4]]'' can also be used as a lantern with an unlimited power supply, explained in-game by brightening up the screen to max. [[AcceptableBreaksFromReality It's not explained how the light from a single screen shines in a full 360º angle, though]]. In ''4'', this also goes for the mining helmet headlamp, presumably because the [[PlayerCharacter Sole Survivor]] uses the Pip-Boy as the power source.
* An interesting variation: in ''VideoGame/FinalFantasyLegendII'' there's a cave where it's too bright to see '''anything''' inside, aptly named Bright Cave. You need the [=TrueEye=] MAGI to see normally in the cave, but it never wears off, making the MAGI an Infinite... Flashdark?

to:

* ''VideoGame/TheElderScrollsIIIMorrowind'' has the Pilgrim's Lantern, found in the underground caves beneath Ebonheart, which will burn infinitely as long as you don't take it into water. This is in contrast to other light sources, which burn out after (fairly short) durations of use.
* The Pip-Boy wrist computer in ''VideoGame/{{Fallout 3}}'', ''VideoGame/Fallout3'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} ''[[VideoGame/Fallout4 4]]'' can also be used as a lantern with an unlimited power supply, explained in-game by brightening up the screen to max. [[AcceptableBreaksFromReality It's not explained how the light from a single screen shines in a full 360º angle, though]]. In ''4'', this also goes for the mining helmet headlamp, presumably because the [[PlayerCharacter Sole Survivor]] uses the Pip-Boy as the power source.
* An interesting variation: in In ''VideoGame/FinalFantasyLegendII'' there's a cave where it's too bright to see '''anything''' inside, aptly named Bright Cave. You need the [=TrueEye=] MAGI to see normally in the cave, but it never wears off, making the MAGI an Infinite... Flashdark?



* In ''VideoGame/NeverwinterNights'', one torch is all you ever need (if you're even worried about illumination, as HollywoodDarkness is in effect even where there are no obvious light sources otherwise). Ironically, about the only light source in the game that will eventually die down again on its own is the Light ''spell'', and that becomes obsolete by the time you find or make the first permanently glowing magic item at the latest.
* The ''Franchise/{{Pokemon}}'' games have dark caves (depending on the gen you either see nothing of the layout at all or a very small area around the player) that can be completely lit up by the move Flash if a Pokémon in the party knows it. The effect doesn't go away until you leave the cave or use a ladder to a new room, at which point you need to reuse Flash. Ironically, this fits a dual meaning of "infinite", as in earlier games Flash's status as a Hidden Machine (HM) means it could not be unlearned once taught.



* The move 'Flash' in the ''Franchise/{{Pokemon}}'' games lasts until you leave the cave or use a ladder to a new room; otherwise, it needs no refreshing.
* In ''VideoGame/NeverwinterNights'', one torch is all you ever need (if you're even worried about illumination, as HollywoodDarkness is in effect even where there are no obvious light sources otherwise). Ironically, about the only light source in the game that will eventually die down again on its own is the Light ''spell'', and that becomes obsolete by the time you find or make the first permanently glowing magic item at the latest.



* Averted in ''Dungeons of Daggorath'' for the TRS-80 Color Computer, where you have three variety of torches (Pine, Lunar, and Solar) that will eventually burn out, requiring replacements. They start to dim as they near the end of their lifespan.
* ''VideoGame/TheElderScrollsIIIMorrowind'' has the Pilgrim's Lantern, found in the underground caves beneath Ebonheart, which will burn infinitely as long as you don't take it into water. This is in contrast to other light sources, which burn out after (fairly short) durations of use.
* The ''Franchise/{{Pokemon}}'' games have dark caves (depending on the gen you either see nothing of the layout at all or a very small area around the player) that can be completely lit up by the move Flash if a Pokémon in the party knows it. The effect doesn't go away until you leave the cave and re-enter, at which point you need to reuse Flash. Ironically, this fits a dual meaning of "infinite", as in earlier games Flash's status as a Hidden Machine (HM) means it could not be unlearned once taught.



* The ''VideoGame/DeadSpace'' series plays it straight with the weapon lights on Isaac's guns. Notably, the ''VideoGame/DeadSpace2'' version of the plasma cutter is actually a [[http://deadspace.wikia.com/wiki/Flashlight flashlight]] [[ImprovisedWeapon combined with a surgical tool]]. It keeps working with no breaks, no matter how long it stays on [[UnbreakableWeapons or how many enemies he beats to death with it]].



* Michael the firefighter has a large handheld floodlight with during his chapter in ''VideoGame/EternalDarkness''. It does not dim or even flicker at all no matter how long it stays on, and not due to magick either[[note]]enchanting the flashlight changes the beam color to that of whatever Ancient's rune you used, but that's purely for looks[[/note]]; all the game does to explain it is [[HandWave calling it "heavy duty" when you examine it]].



* ''VideoGame/FatalFrame'' series has two examples.
** Each protagonist has a flashlight that works throughout his/her events. The one exception occurs in the second game, and even then [[TentativeLight the flashlight's temporary failure]] is used to indicate that there's something ''very'' wrong with the particular house the protagonist has entered rather than any runtime indications. Thankfully [[DevelopersForesight the devs took the possible shortcomings of that into account]] [[AntiFrustrationFeatures and made said house the most well-lit area of the game, so you won't miss having your own light source]].

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* Michael the firefighter has a large handheld floodlight with him during his chapter in ''VideoGame/EternalDarkness''. It does not dim or even flicker at all no matter how long it stays on, and not due to magick either[[note]]enchanting the flashlight changes the beam color to that of whatever Ancient's rune you used, but that's purely for looks[[/note]]; all the game does to explain it is [[HandWave calling it "heavy duty" when you examine it]].
* ''VideoGame/FatalFrame'' series has two examples.
examples.
** Each protagonist has a flashlight that works throughout his/her their events. The one exception occurs in the second game, and even then [[TentativeLight the flashlight's temporary failure]] is used to indicate that there's something ''very'' wrong with the particular house the protagonist has entered rather than any runtime indications. Thankfully [[DevelopersForesight the devs took the possible shortcomings of that into account]] [[AntiFrustrationFeatures and made said house the most well-lit area of the game, so you won't miss having your own light source]].



* You have access to one of these in ''VideoGame/FiveNightsAtFreddys4'', which is {{justified|Trope}} in that [[spoiler:it's not real - the main gameplay is heavily hinted to be [[AllJustADream the child having nightmares after getting his head chomped in by Fredbear]], [[AdventuresInComaLand which sent him into a coma]]]]. In the other games... [[AvertedTrope ha]], [[TenSecondFlashlight you wish]].

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* %%* You have access to one of these in ''VideoGame/FiveNightsAtFreddys4'', which is {{justified|Trope}} in that [[spoiler:it's not real - the main gameplay is heavily hinted to be [[AllJustADream the child having nightmares after getting his head chomped in by Fredbear]], [[AdventuresInComaLand which sent him into a coma]]]]. In the other games... [[AvertedTrope ha]], [[TenSecondFlashlight you wish]].



* The ''VideoGame/DeadSpace'' series plays it straight with the weapon lights on Isaac's guns. Notably, the ''VideoGame/DeadSpace2'' version of the plasma cutter is actually a [[http://deadspace.wikia.com/wiki/Flashlight flashlight]] [[ImprovisedWeapon combined with a surgical tool]]. It keeps working with no breaks, no matter how long it stays on [[UnbreakableWeapons or how many enemies he beats to death with it]].



* The Maglite in ''VideoGame/NoMoreRoomInHell'', unlike [[TenSecondFlashlight the lighter]], produces endless light. Also unlike the lighter, it lights up reliably in one click, doesn't go out while on the move, and can also be dual-wielded with a one-handed melee or ranged weapon with no drawbacks. The tradeoffs are that the beam is not very wide, it's not available by default and must be found, and it takes up about the same inventory space as a one-handed melee weapon; the Maglite itself serves as a melee weapon, [[EmergencyWeapon but it's even worse than the fists]]. It's better for lighting on the move through a dark area and for spotting threats, while the lighter is more suited to scavenging the environment. Also, like in ''VideoGame/{{Contagion}}'', the beam is visible to other players, so only one person has to have a Maglite out to light the way with, and since there's no [[PlayerVersusPlayer PvP]], it's purely beneficial.

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* The Maglite in ''VideoGame/NoMoreRoomInHell'', unlike [[TenSecondFlashlight the lighter]], produces endless light. Also unlike the lighter, it lights up reliably in one click, doesn't go out while on the move, and can also be dual-wielded with a one-handed melee or ranged weapon with no drawbacks. The tradeoffs are that the beam is not very wide, it's not available by default and must be found, and it takes up about the same inventory space as a one-handed melee weapon; the Maglite itself serves as a melee weapon, [[EmergencyWeapon but it's even worse than the fists]]. It's better for lighting on the move through a dark area and for spotting threats, while the lighter is more suited to scavenging the environment. Also, like in ''VideoGame/{{Contagion}}'', the beam is visible to other players, so only one person has to have a Maglite out to light the way with, and since there's no [[PlayerVersusPlayer PvP]], PlayerVersusPlayer, it's purely beneficial.



** The glowstick plays this straight for every game that features it, providing illumination in a wide arc at close range, contrasting with the TenSecondFlashlight's narrow and far-reaching beam.



* ''VideoGame/{{Phasmophobia}}'': the three different flashlight varieties[[note]]regular, "strong" with longer-ranged beam, and handheld UV for finding fingerprints and footprints when the ghost steps on a pile of salt[[/note]] all have unlimited juice. [[ElectromagneticGhosts They go dim and flicker when the ghost is in Hunt mode]], but never outright turn off unless clicked off intentionally - even when dropped on the ground they stay lit, so they can serve as stationary lighting for rooms you do not want to use the light switch on so as to not overload the circuit breaker. UV glowsticks glow indefinitely and being non-electronic, don't flicker during Hunts. The candle is a zig-zag case: when held by a player it has unlimited burn time, but once it's placed down, it only lasts a minute before burning out and becoming unusable.

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%%** The glowstick plays this straight for every game that features it, providing illumination in a wide arc at close range, contrasting with the TenSecondFlashlight's narrow and far-reaching beam. %%Missing context: How the glowstick "plays it straight".
* ''VideoGame/{{Phasmophobia}}'': the three different flashlight varieties[[note]]regular, "strong" with longer-ranged beam, and handheld UV for finding fingerprints and footprints when the ghost steps on a pile of salt[[/note]] all have unlimited juice. [[ElectromagneticGhosts They go dim and flicker when the ghost is in Hunt mode]], but never outright turn off unless clicked off intentionally - intentionally; even when dropped on the ground they stay lit, so they can serve as stationary lighting for rooms you do not want to use the light switch on so as to not overload the circuit breaker. UV glowsticks glow indefinitely and being non-electronic, don't flicker during Hunts. The candle is a zig-zag case: when held by a player it has unlimited burn time, but once it's placed down, it only lasts a minute before burning out and becoming unusable.



* Every game in the ''Franchise/SilentHill'' series except for ''[[VideoGame/SilentHill4TheRoom 4]]''. [[VideoGame/SilentHill1 The first game]] even had an infinite lighter at one point. In ''VideoGame/SilentHill2'', contrary to the usual examples, the light dies twice: once when you enter a specific room midway through in the game and you have to change the battery for it to work again; the other happens by the endgame and it's permanent, but thankfully the environment is lit up enough for you to see just fine even in enclosed areas. In all games featuring it, however, the flashlight's beam attracts monsters like moths while having it off allows for a quite effective OptionalStealth, and with the exception of ''[[VideoGame/SilentHillOrigins Origins]]'', it's mandatory to have it on to pick up items or read the map, so some light management/discipline is necessary for a high-scoring run on the harder difficulties.

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* %%* Every game in the ''Franchise/SilentHill'' series except for ''[[VideoGame/SilentHill4TheRoom 4]]''. [[VideoGame/SilentHill1 The first game]] even had an infinite lighter at one point. In ''VideoGame/SilentHill2'', contrary to the usual examples, the light dies twice: once when you enter a specific room midway through in the game and you have to change the battery for it to work again; the other happens by the endgame and it's permanent, but thankfully the environment is lit up enough for you to see just fine even in enclosed areas. In all games featuring it, however, the flashlight's beam attracts monsters like moths while having it off allows for a quite effective OptionalStealth, and with the exception of ''[[VideoGame/SilentHillOrigins Origins]]'', it's mandatory to have it on to pick up items or read the map, so some light management/discipline is necessary for a high-scoring run on the harder difficulties.difficulties.
* ''VideoGame/TheSkeleton'': The flashlight neither has any sort of meter, nor does it show any indication of needing new batteries.



* ''VideoGame/TheSkeleton'': The flashlight neither has any sort of meter, nor does it show any indication of needing new batteries.



* Simon Jarret spontaneously finds one during the first third of ''VideoGame/{{SOMA}}''. [[spoiler:Turns out, later on, that it's simply grafted into the electronic components of the suit he's wearing as a body.]]

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* In ''VideoGame/{{SOMA}}'', Simon Jarret spontaneously finds one a flashlight during the first third of ''VideoGame/{{SOMA}}''.the game that never needs recharging. [[spoiler:Turns out, later on, that it's simply grafted into the electronic components of the suit he's wearing as a body.]]



* Played straight in ''VideoGame/MistSurvival''. Not that you'll want to be out when visibility is bad enough to require it.

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* %%* Played straight in ''VideoGame/MistSurvival''. Not that you'll want to be out when visibility is bad enough to require it.it.
* In ''VideoGame/NoMansSky'', your exosuit and multitools can have multiple gadgets installed that must be recharged after prolonged usage. Your simple torch, however, has no such need.
* In ''VideoGame/{{Rodina}}'', you have a torch that you can toggle whenever you want without worrying about depleting it. Your spaceship has a searchlight that similarly never depletes despite illuminating a ''much'' larger area.



%%* ''VideoGame/AWalkInTheWoods'': The kids' flashlights don't have any energy readers, and there doesn't seem to be batteries to pick up, so this trope is most likely in play. (Same vagueness as VideoGame/BlameHim above; either it is or it isn't. Again, need confirmation)



%%* ''VideoGame/AWalkInTheWoods'': The kids' flashlights don't have any energy readers, and there doesn't seem to be batteries to pick up, so this trope is most likely in play. (Same vagueness as VideoGame/BlameHim above; either it is or it isn't. Again, need confirmation)



[[folder:Literature]]
* ''Literature/TheFamousFive'': This trope is averted in that batteries sometimes do run out in the Five's torches. In ''Five go off in a Caravan'', Julian and Nobby briefly get lost underground when the battery in their only torch runs out. In many of the other books, the Five decide that they had better only use one torch to save the batteries, or use candlelight or moonlight instead.
* ''Literature/PrinceCaspian'': When the children fail to use long sticks as torches, they use Edmund's electric torch. The trope is averted when it is mentioned that they must save the battery. In the very last line of the book, Edmund laments that he left his new torch in Narnia.
[[/folder]]



* ''TabletopGame/DungeonsAndDragons'' has a few, thanks to [[AWizardDidIt magic]].

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* ''TabletopGame/DungeonsAndDragons'' has a few, thanks to [[AWizardDidIt magic]].magic.



** The ''Continual Light'' spell, which when cast on any random handy item turns it into an infinite light source, hails back to the earliest versions of the game.
* Played straight in a lot of tabletop games, out of RuleOfFun. It's much easier to mark down "flashlight" on a character sheet than "flashlight and 500 AA batteries". This also allows the [=GMs=] to shut off the flashlight [[RuleOfDrama when dramatically appropriate]].

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** The ''Continual Light'' spell, which when cast on spell turns any random handy item turns it it's cast on into an infinite light source, hails back to the earliest versions of the game.
* Played straight in a lot of tabletop games, out of RuleOfFun. It's much easier to mark down "flashlight" on a character sheet than "flashlight and 500 AA batteries". This also allows the [=GMs=] to shut off the flashlight [[RuleOfDrama when dramatically appropriate]].
source.



** Mechanically rechargeable lights can vary. Faraday "shake" flashlights are on the [[TenSecondFlashlight ten-second]] end of the scale, but crank or dynamo models can stay lit for as long as you keep pumping the internal generator.

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** Mechanically rechargeable lights can vary. Faraday "shake" flashlights are on the [[TenSecondFlashlight ten-second]] end of the scale, very limited]], but crank or dynamo models can stay lit for as long as you keep pumping the internal generator.
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* ''VideoGame/{{DONTLOOKAWAY}}'': The flashlight each of the survivors carry works for as long as the match goes, only flickering as a warning that one of the [[MurderousMannequin mannequins]] has entered a rage state.

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There's plenty more flashlight mods, but DarkDoomZ is the only one that, in itself, gives reason for the flashlight's existence. Also it doesn't use screen shaders, it manipulates light levels in real time.


** The ''[=DarkDoomZ=]'' GameMod includes one of these[[note]]based off of [[https://forum.zdoom.org/viewtopic.php?t=59429 Steve's Flashlight Mod]][[/note]], and it comes in useful even if you don't use the built-in shaders to make the game darker. You can customize it in several ways, including the type of beam[[labelnote:list]]Incandescent has a dim, narrow and warm-tinted beam, good for atmosphere or if more powerful options cause lag; LED's beam is pure white with good reach and wide angle, but depending on the amount of linedefs the beam crosses it can slow the game down to a crawl; Halogen sits in the middle ground between these two, and Red Filter has the same beam properties as Halogen[[/labelnote]] and how much it wobbles as you turn.

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** The ''[=DarkDoomZ=]'' GameMod is intended to [[WhoForgotTheLights make the game as dark as the player wishes]]. Additionally, it includes one of these[[note]]based a flashlight[[note]]based off of [[https://forum.zdoom.org/viewtopic.php?t=59429 Steve's Flashlight Mod]][[/note]], and it comes in useful even if Mod]][[/note]] that you don't use the built-in shaders to make the game darker. You can customize it in several ways, including the type of beam[[labelnote:list]]Incandescent has a dim, narrow and warm-tinted beam, good for atmosphere or if more powerful options cause lag; LED's beam is pure white with good reach and wide angle, but depending on the amount of linedefs the beam crosses crosses, it can slow the game down to a crawl; cause slowdowns; Halogen sits in the middle ground between these two, and Red Filter has the same beam properties as Halogen[[/labelnote]] and how much it wobbles as you turn.Halogen[[/labelnote]]; however, the battery is always infinite.



** v1.3 of the ''[=DarkDoomZ=]'' add-on included a flashlight that can be toggled on and off and has infinite juice. You can pick between a dim incandescent[[note]]recommended if you want a spooky atmosphere or get a lot of lag[[/note]], a high-power LED, or a middle-of-the-road halogen.

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Alphabetized folder


* Every game in the ''Franchise/SilentHill'' series except for ''[[VideoGame/SilentHill4TheRoom 4]]''. [[VideoGame/SilentHill1 The first game]] even had an infinite lighter at one point. In ''VideoGame/SilentHill2'', contrary to the usual examples, the light dies twice: once when you enter a specific room midway through in the game and you have to change the battery for it to work again; the other happens by the endgame and it's permanent, but thankfully the environment is lit up enough for you to see just fine even in enclosed areas. In all games featuring it, however, the flashlight's beam attracts monsters like moths while having it off allows for a quite effective OptionalStealth, and with the exception of ''[[VideoGame/SilentHillOrigins Origins]]'', it's mandatory to have it on to pick up items or read the map, so some light management/discipline is necessary for a high-scoring run on the harder difficulties.



%%* ''VideoGame/BlameHim'': The PlayerCharacter's flashlight has no power meter. (Administrivia.ExamplesAreNotArguable. Either the light is infinite [whether in concept or in practical terms] or it is not. Needs confirmation if this is a valid example.)



* You have access to one of these in ''VideoGame/FiveNightsAtFreddys4'', which is {{justified|Trope}} in that [[spoiler:it's not real - the main gameplay is heavily hinted to be [[AllJustADream the child having nightmares after getting his head chomped in by Fredbear]], [[AdventuresInComaLand which sent him into a coma]]]]. In the other games... [[AvertedTrope ha]], [[TenSecondFlashlight you wish]].



* ''VideoGame/SkinwalkerHunt'': The PlayerCharacter has a flashlight that can be turned on and off, but never needs a change of batteries.
* In ''VideoGame/SlenderTheArrival'', your flashlight doesn't run out until the final level, where it dies.
* In ''VideoGame/{{Unturned}}'', personal light sources all last forever. In the first two builds, batteries did exist in the game, but only as a crafting material to make the handlamp, a variant of the regular flashlight with a wider and more cool-tinted beam that could in turn be crafted into a [[GunAccessories tactical light]]. In ''Unturned 3.0'', the infinite battery applies also to headlamps and NightVisionGoggles. [[ZigZaggedTrope Car headlights used to be a straight example until the battery system was implemented]]; leaving a vehicle with the lights (and/or sirens in certain vehicles) on will drain the battery, driving around will recharge it, and if it reaches 0% charge, it'll disappear altogether and you'll need to find a new one.
* In ''VideoGame/SilenceOfTheSleep'', Jacob carries a flashlight with him that'll never run out and is his only means of illuminating dark areas to interact with items, as well as to detect monsters sneaking up on him.
* You have access to one of these in ''VideoGame/FiveNightsAtFreddys4'', which is {{justified|Trope}} in that [[spoiler:it's not real - the main gameplay is heavily hinted to be [[AllJustADream the child having nightmares after getting his head chomped in by Fredbear]], [[AdventuresInComaLand which sent him into a coma]]]]. In the other games... [[AvertedTrope ha]], [[TenSecondFlashlight you wish]].
* The glowstick plays this straight for every ''VideoGame/{{Penumbra}}'' game that features it. The flashlight is infinite in the third game, ''Requiem'', although it's implied that this takes place in a surreal, out-of-body experience, as the other two games use a TenSecondFlashlight.
* Simon Jarret spontaneously finds one during the first third of ''VideoGame/{{SOMA}}''. [[spoiler:Turns out, later on, that it's simply grafted into the electronic components of the suit he's wearing as a body.]]
* ''Franchise/ResidentEvil''
** In ''VideoGame/ResidentEvil7'', [[PlayerCharacter Ethan]] has a hands-free flashlight that never drains, as does Mia. [[ScrappyMechanic They only use it in extremely dark places, though, and you can't force-toggle it on]].
** ''VideoGame/ResidentEvil2Remake'' gives both protagonists a flashlight with unlimited battery. As in the ''[=RE7=]'' example, they only use it where it's dark... which happens to be more than half of the game.



* The flashlights the investigators use in ''VideoGame/WhiteNoiseOnline'' never seem to run out of power.
* ''VideoGame/SongOfHorror'' outright tells you in a tutorial message that your light source – be it a flashlight, a lighter or a candle, depending on the character you pick – will never run out, so you're free to use it as much as you want or need.



%%* ''VideoGame/BlameHim'': The PlayerCharacter's flashlight has no power meter. (Administrivia.ExamplesAreNotArguable. Either the light is infinite [whether in concept or in practical terms] or it is not. Needs confirmation if this is a valid example.)

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%%* ''VideoGame/BlameHim'': * ''VideoGame/{{Penumbra}}''
**
The PlayerCharacter's glowstick plays this straight for every game that features it, providing illumination in a wide arc at close range, contrasting with the TenSecondFlashlight's narrow and far-reaching beam.
** The
flashlight has no power meter. (Administrivia.ExamplesAreNotArguable. Either the light is infinite [whether in concept or in practical terms] or it is not. Needs confirmation if the third game, ''Requiem'', although it's implied that this is takes place in a valid example.)surreal, out-of-body experience; in the previous games, [[TenSecondFlashlight it's an old, battery-hungry piece of junk]].



* ''Franchise/ResidentEvil''
** In ''VideoGame/ResidentEvil7'', [[PlayerCharacter Ethan]] has a hands-free flashlight that never drains, as does Mia. [[ScrappyMechanic They only use it in extremely dark places, though, and you can't force-toggle it on]].
** ''VideoGame/ResidentEvil2Remake'' gives both protagonists a flashlight with unlimited battery. As in the ''[=RE7=]'' example, they only use it where it's dark... which happens to be more than half of the game.
* In ''VideoGame/SilenceOfTheSleep'', Jacob carries a flashlight with him that'll never run out and is his only means of illuminating dark areas to interact with items, as well as to detect monsters sneaking up on him.
* Every game in the ''Franchise/SilentHill'' series except for ''[[VideoGame/SilentHill4TheRoom 4]]''. [[VideoGame/SilentHill1 The first game]] even had an infinite lighter at one point. In ''VideoGame/SilentHill2'', contrary to the usual examples, the light dies twice: once when you enter a specific room midway through in the game and you have to change the battery for it to work again; the other happens by the endgame and it's permanent, but thankfully the environment is lit up enough for you to see just fine even in enclosed areas. In all games featuring it, however, the flashlight's beam attracts monsters like moths while having it off allows for a quite effective OptionalStealth, and with the exception of ''[[VideoGame/SilentHillOrigins Origins]]'', it's mandatory to have it on to pick up items or read the map, so some light management/discipline is necessary for a high-scoring run on the harder difficulties.
* ''VideoGame/SkinwalkerHunt'': The PlayerCharacter has a flashlight that can be turned on and off, but never needs a change of batteries.



* ''VideoGame/SlideInTheWoods'': After your third trip down the slide, everything is pitch black. Luckily there's a flashlight with some battery life still in it... that never runs out.

to:

* In ''VideoGame/SlenderTheArrival'', your flashlight doesn't run out until the final level, where it dies.
* ''VideoGame/SlideInTheWoods'': After your third trip down the slide, everything is pitch black. Luckily there's you can find a flashlight with some battery life still in it... that except said battery life never runs out.out no matter how much you lollygag.
* Simon Jarret spontaneously finds one during the first third of ''VideoGame/{{SOMA}}''. [[spoiler:Turns out, later on, that it's simply grafted into the electronic components of the suit he's wearing as a body.]]
* ''VideoGame/SongOfHorror'' outright tells you in a tutorial message that your light source -- be it a flashlight, a lighter or a candle, depending on the character you pick -- will never run out, so you're free to use it as much as you want or need.


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* The flashlights the investigators use in ''VideoGame/WhiteNoiseOnline'' never seem to run out of power.


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* In ''VideoGame/{{Unturned}}'', personal light sources all last forever. In the first two builds, batteries did exist in the game, but only as a crafting material to make the handlamp, a variant of the regular flashlight with a wider and more cool-tinted beam that could in turn be crafted into a [[GunAccessories tactical light]]. In ''Unturned 3.0'', the infinite battery applies also to headlamps and NightVisionGoggles. [[ZigZaggedTrope Car headlights used to be a straight example until the battery system was implemented]]; leaving a vehicle with the lights (and/or sirens in certain vehicles) on will drain the battery, driving around will recharge it, and if it reaches 0% charge, it'll disappear altogether and you'll need to find a new one.
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* The ''Franchise/Pokémon'' games have dark caves (depending on the gen you either see nothing of the layout at all or a very small area around the player) that can be completely lit up by the move Flash if a Pokémon in the party knows it. The effect doesn't go away until you leave the cave and re-enter, at which point you need to reuse Flash. Ironically, this fits a dual meaning of "infinite", as in earlier games Flash's status as a Hidden Machine (HM) means it could not be unlearned once taught.

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* The ''Franchise/Pokémon'' ''Franchise/{{Pokemon}}'' games have dark caves (depending on the gen you either see nothing of the layout at all or a very small area around the player) that can be completely lit up by the move Flash if a Pokémon in the party knows it. The effect doesn't go away until you leave the cave and re-enter, at which point you need to reuse Flash. Ironically, this fits a dual meaning of "infinite", as in earlier games Flash's status as a Hidden Machine (HM) means it could not be unlearned once taught.
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* ''VideoGame/{{HROT}}'': You start off with a flashlight, and batteries for it are never a concern.
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* ''VideoGame/MyDearSister'': [[PlayerCharacter Alice Fellows]] starts the game with her flashlight in her left hand, and always has it on. It never seems to need new batteries.

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* ''VideoGame/MyDearSister'': [[PlayerCharacter Alice Fellows]] starts the game with her flashlight in her left right hand, and always has it on. It never seems to need new batteries.
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* ''VideoGame/MyDearSister'': [[PlayerCharacter Alice Fellows]] starts the game with her flashlight in her left hand, and always has it on. It never seems to need new batteries.
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* Downplayed in ''VideoGame/{{Unreal|I}}'' with the Searchlight. It is not in fact infinite: simply, its charge is so high[[note]]30 minutes real time[[/note]] that no sane player is likely to run out of power for it since you get it so late in the base game[[labelnote:+]]more precisely, in the fifth-to-last level, and only the third-to-last is one where you have plausible use for it[[/labelnote]]; if you take long enough to finish the game, it's likely you'll see its charge bar diminish a fair bit before the end. If ''somehow'' you manage to deplete it, a task that ''can'' happen in the expansion pack[[labelnote:+]]you get the Searchlight halfway through the plot, at the [[spoiler:crashed UMS Prometheus]][[/labelnote]], the game doesn't even have tailored a message specifically for it[[note]]it says "''Flashlight'' batteries have died." just like when [[TenSecondFlashlight the regular 60-second flashlight]] dies out[[note]]. Another big difference from the regular example is that its beam is far brighter[[labelnote:+]]wider angle and higher color temperature, so it gives the impression of more power[[/labelnote]] than the common flashlight.

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* Downplayed in ''VideoGame/{{Unreal|I}}'' with the Searchlight. It is not in fact infinite: simply, its charge is so high[[note]]30 minutes real time[[/note]] that no sane player is likely to run out of power for it since you get it so late in the base game[[labelnote:+]]more precisely, in the fifth-to-last level, and only the third-to-last is one where you have plausible use for it[[/labelnote]]; if you take long enough to finish the game, it's likely you'll see its charge bar diminish a fair bit before the end. If ''somehow'' you manage to deplete it, a task that ''can'' happen in the expansion pack[[labelnote:+]]you get the Searchlight halfway through the plot, at the [[spoiler:crashed UMS Prometheus]][[/labelnote]], the game doesn't even have tailored a message specifically for it[[note]]it says "''Flashlight'' batteries have died." just like when [[TenSecondFlashlight the regular 60-second flashlight]] dies out[[note]].out[[/note]]. Another big difference from the regular example is that its beam is far brighter[[labelnote:+]]wider angle and higher color temperature, so it gives the impression of more power[[/labelnote]] than the common flashlight.

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