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* ''VideoGame/SlenderTheArrival:

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* ''VideoGame/SlenderTheArrival:''VideoGame/SlenderTheArrival'':
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* ''VideoGame/SlenderTheArrival:
** "Into the Abyss" features Slenderman and Kate chasing Lauren simultaneously, nineteen possible spots for only six generators, and a maze-like layout. It gets worse in Hardcore Mode, where Lauren also has to collect gas canisters before activating the generators.
** "The Arrival" features Slenderman chasing Lauren through a burning forest. Both Slenderman's CombatTentacles and the raging wildfire will instantly kill Lauren on contact. In Hardcore Mode, the tentacles move faster and the wildfire burns faster, making the bunker at the end of the level even harder to reach.
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* ''VideoGame/OutlastII'' has the notorious school segments. In a game that's already difficult thanks to its TrialAndErrorGameplay, the school segments are the absolute worst since they're very directionless in spite of the more linear setting. Your objective is literally just finding a way out of the school, with no clues as to ''how''. Plus, it's easy to go through a lot of batteries since the school is largely in complete darkness. Things go FromBadToWorse in later segments when the [[HumanoidAbomination Stalker]] starts making appearances, who can only be evaded by literally just running away from it.

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* ''VideoGame/OutlastII'' has the notorious school segments. In a game that's already difficult thanks to its TrialAndErrorGameplay, the school segments are the absolute worst since they're very directionless in spite of the more linear setting. Your objective is literally just finding a way out of the school, with no clues as to ''how''. Plus, it's easy to go through a lot of batteries since the school is largely in complete darkness. Things go FromBadToWorse in later segments when the [[HumanoidAbomination Stalker]] starts making appearances, who can only be evaded by literally just running away from it. The only saving grace is that his appearances are not randomized with each playthrough.
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ZAMN isn't survival horror


* ''VideoGame/ZombiesAteMyNeighbors'' has several. Not levels, but level ''types:''
** The water levels (Look Who's Coming To Dinner, Creatures Of The Blue Lagoon, etc,) after level 18 is when The Fishmen start getting fast, able to catch Zeke/Julie ''easily'' when they swim, and NO, you can't use weapons while swimming. Oh, and The Fishmen can kill The Pool Guy, ''with ease.''
** Levels with only one victim to save. This turns the level into a savage game of tug-a-war between TimedMission and LuckBasedMission, since if that victim happens to die it's an instant game over and it's not only possible but ''likely'' that an enemy will happen to kill them before you get there even if you make a beeline toward them the second the level begins. Worse, is that since the number of victims in a stage depends on how many you saved in the last one (letting two die in the last level means the next one has two less victims to save), it's entirely possible to have to deal with the water levels above with ''[[NintendoHard only one victim to save]].'' While you can reset the number of victims to save by loading from a password, this also [[ContinuingIsPainful costs you all of your weapons and items]] save for the starting level load-out of 300 water pistol shots, 2 first-aid kits, and 5 decoys. [[MortonsFork Pick your poison]].

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* ''VideoGame/AmnesiaTheDarkDescent'':
** The infamous Water Part, mostly because it's the first area of the game where something is relentlessly pursuing you and where you could most likely die your first time. Other than that, it involves platforming on boxes to prevent the monster from chasing you, using a lever that will open a gate for a limited time that you have to rush through. And a mad dash through multiple flooded hallways, shutting doors behind you to stall the monster for a few seconds.
** Also the prison has annoyed some people due to it being full of intersecting dark hallways where a Servant can ambush you. Also there are multiple Servants in this area.
** For first time players who made it past the first two Suitors, ''Amnesia: Justine'' has the Dungeon, and it will mostly likely be the place in which they die. Remember how easy it was to sneak around before due to the Suitors being blind? Guess what? The area is completely water-logged, so good luck trying to be quiet! The game forces you to move quickly as well due to the timing required, and there's literally no room for error, especially if the player wants to save the hostage. What makes it even worse is that the game's official ending is ''literally minutes away'' at that stage and that '''dying will mean starting over since there's no saving the game'''.



* ''VideoGame/AmnesiaTheDarkDescent'':
** The infamous Water Part, mostly because it's the first area of the game where something is relentlessly pursuing you and where you could most likely die your first time. Other than that, it involves platforming on boxes to prevent the monster from chasing you, using a lever that will open a gate for a limited time that you have to rush through. And a mad dash through multiple flooded hallways, shutting doors behind you to stall the monster for a few seconds.
** Also the prison has annoyed some people due to it being full of intersecting dark hallways where a Servant can ambush you. Also there are multiple Servants in this area.
** For first time players who made it past the first two Suitors, Amnesia: Justine has the Dungeon, and it will mostly likely be the place in which they die. Remember how easy it was to sneak around before due to the Suitors being blind? Guess what? The area is completely water-logged, so good luck trying to be quiet! The game forces you to move quickly as well due to the timing required, and there's literally no room for error, especially if the player wants to save the hostage. What makes it even worse is that the game's official ending is ''literally minutes away'' at that stage and that '''dying will mean starting over since there's no saving the game'''.
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!!Games/franchises with their own pages:
[[index]]
* ''ThatOneLevel/ResidentEvil''
[[/index]]

!!Individual examples:



* ''Franchise/ResidentEvil'':
** ''VideoGame/ResidentEvilZero'' has the segment where you must rescue Rebecca after she's left dangling above a BottomlessPit from a zombie monkey attack. You have to run through an area you've never explored before, fight your way through a pair of the monkeys who you've yet to fight (which are DemonicSpiders to boot), and spot the well-camouflaged path to the right that's difficult to see in favor of a door right in front of you that leads to a dead-end. It doesn't help either that it's a TimedMission (which, admittedly, you probably wouldn't know about since the time limit is pretty generous).
** In ''VideoGame/ResidentEvilCodeVeronica'', there is a sequence where you're forced to run away from a giant mutant zombie chasing you down a hallway while swinging a giant axe. It's extremely difficult to avoid getting hit, and if you're low on herbs/first aid sprays, it's practically impossible to pass this part since one hit knocks your health from "Fine" to "Danger", and you move slower as you get hurt. Restarting the game is painful as well since this sequence happens late in the game.
** ''VideoGame/ResidentEvil4'' has several of them:
*** The pathway towards the village, and by extension the village itself, can be this to inexperienced players. All you have is a basic pistol and a knife[[note]]Easy mode allows the player to have a shotgun as well, however[[/note]], and you'll find yourself being attacked by whole groups of enemies for most of the level (two of which have chainsaws that can OneHitKill you). Did we mention this is also the ''[[EarlyGameHell very first level]]''?
*** The cabin fight. You're bombarded by an endless horde of enemies coming from six different directions in a tightly spaced cabin, and the battle will literally only end once ''forty'' enemies are killed. You have Luis to provide some backup, but that, unfortunately, won't be enough.
*** The chapter immediately following the cabin fight is a pain as well, since you'll likely be drained of all your ammo. You're given the option of trekking between two areas: one area is absolutely ''crawling'' with enemies and includes a mini-boss fight with the chainsaw-wielding Bella Sisters. The other area is just one single pathway with little huts full of ammo and money. The catch, however, is that you'll have to deal with [[GiantMook El Gigante]][[note]]if you can grab the key to unlock the door on the other end fast enough, he can be skipped[[/note]]. Lastly, to get out of the village, you must battle [[LightningBruiser Bitores Mendez]] to obtain his glass eye.
*** You get the "Water Room", a water-themed, three-part PlatformHell which you must navigate from one end to another while [[BrokenBridge fixing a bridge you shouldn't have to in the first place]] and [[SnipingMission sniping respawning enemies from afar]] who will otherwise provide you with a [[GameOver sudden game over]] should you fail to [[EscortMission protect the president's daughter]], which you have to do at all costs, at all times. Oh, there's also the Ganado cultists throwing [[SuddenDeath instant death]] at you. [[EverythingTryingToKillYou Everything is quite literally trying to kill you]]. The fact that the level is water-themed may qualify as an UnderTheSea level, considering how infamously difficult ''those'' are.
*** There's also the first fight against Jack Krauser, which is one big QuickTimeEvent that results in instant death should you press the wrong button combination at the wrong second. Although you frequently deal with these throughout the game, this fight strings so many of them together that the result is an arduous UnexpectedGameplayChange. The fact that the buttons are randomly generated each time doesn't help much.
*** The wrecking ball room. You must use a wrecking ball to destroy a wall that's blocking the exit. However, while doing so, you must face up against a seemingly endless horde of enemies that either wear armor, having crossbows, [[DemonicSpiders are the ones who can spawn the plagas]], or a combination thereof. Combine that with having to protect Ashley the entire time and the room itself being slightly cramped.
** ''VideoGame/ResidentEvil5'':
*** From the ending of chapter 5 onwards, changes from "Majini" to "Majini with assault rifles". Which is especially horrible since you can't run with a gun ''but the enemy can''. Good luck.
*** There's lots of difficult parts in this game that can cause you to get stuck for an hour or two. One part that stands out is a section near the end of the game, where you have to fight two Reapers that attack at the same time. They both have instakill attacks and require you to aim at specific body parts to kill them. And a few moments after the giant insects appear, two Gatling Majini (who have massive hitpoints) and a huge amount of melee Majini come to attack you, and it's mandatory to kill the two Gatling Majini. Better kill the Reapers quickly or you'll have to face all of them at the same time.
*** You are required at one point to navigate through underground tunnels, and if playing single player and you don't know you can have the AI partner carry the lantern, you get stuck with it instead. You will find enemies in these tunnels and you will need the lantern to see them, but to kill them, you need to put down that lantern to use your weapon.
** In ''VideoGame/ResidentEvil6'', you not only see zombies, but also gun-wielding enemies, without being able to run and shoot. The highly irritating J'avo form the main enemies of two campaigns, and most of Ada's campaign -- plus, they have AdaptiveAbility to make them even more of a threat.
*** The second mission in Jake's campaign. First, you have to find three data chips in a snowstorm where, guess what? The visibility will frequently drop out due to the swirling snow. Some of the enemies faced include very stealthy flying enemies, who don't need the snowstorm to hide from you before attacking. This gives way to a retread of the siege from ''4'' that then triggers a tricky downhill snowbike race ahead of an avalanche. And then there's the ParanoiaFuel chapter, where you have to find your way through caves filled with tracker-bugs that will summon the [[ImplacableMan Ustanak]] for an instant-kill game over if they spot you or an asshole/idiotic player-controlled partner uses their firearm instead of stealth-killing the tracker-bugs, then ultimately fail to hide in the dumpster before Ustanak arrives to the last place a tracker-bug/firearm went off, and even then hiding won't always save you if you exploit it too much as Ustanak connects the dots after hiding three or more times in the same dumpster in the same area...
*** Then there's the infamous "Catwalk Escape from Haos" event during Chris' campaign which seems that the one ahead of another partner seems to heavily influence the rate at which Haos uproots sections of the catwalks you'll be running on. Hope you're good to race against a ''very mean'' ai-controlled/player-controlled partner, otherwise you'll be dying ''a lot''.
** ''VideoGame/ResidentEvil7Biohazard'' has the segments where you [[spoiler:play as Mia]], thanks to encountering enemies before you can even find a weapon, the lack of plentiful health items, and having no absolute way to tell how much damage you've taken. The flashback sequences aren't too bad since you actually start off with weapons, but said weapons aren't particularly strong and you'll be encountering perpetual waves of enemies along the way.
** ''VideoGame/ResidentEvilVillage'' has several, depending on the difficulty:
*** The first segment of the game where you get bombarded by Lycans isn't terribly difficult on lower difficulties, but is an absolute nightmare on higher difficulties where Lycans are ''much'' more stronger, faster, and durable. Depending on whether or not you're playing on a NewGamePlus, all the player gets throughout the whole attack is a weak knife, a basic pistol, and a shotgun with minimum ammo. Not even blocking the Lycans' attacks are guaranteed to keep you from going down in two-to-three hits, and the Lycans will only stop showing up until a certain amount of time has passed.
*** The stronghold is a short level, but you will get hit by a ''literally'' neverending swarm of Lycans until the level is completed. There's also the fight with [[KingMook UriaČ™]], who is a hard-hitting DamageSpongeBoss who will sometimes summon Lycans as backup.
*** [[spoiler:Chris' section]] can be annoying since, [[RunningGag once again]], you're bombarded with swarms of Lycans and your weapons only have a limited amount of ammo to take care of them without the high possibility of getting cornered. It's far worse on harder difficulties, due to the Lycans' increased health.
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* ''VideoGame/AlienIsolation'':
** Mission 5, The Quarantine. As the first serious confrontation with a xenomorph that will relentlessly stalk you everywhere, the insidious layout means that many players met an impressive spike in difficulty the first time they played it. The level is divided in two areas: the first one has very few hideouts, most of them have an exposed side, there are wide pathways where the alien can easily see you, you are forced to move and turn around corners and spend time digiting a passcode; the second areas on the contrary has a lot of good spots for hiding, but it's really narrow and claustrophobic, and you can't easily see where the alien is going or how much it's close, chances are that if you slow down you will trap yourself because you hide in a point where it's difficult to get out without crossing the alien. There are however one EasyLevelTrick and a shortcut for more advanced players.
** Mission 9, not for its difficulty but because it's an interactive flashback without action or enemies, it's long, you can't skip it during a full run and it becomes boring after you replay it for the umpteenth time.
** Mission 15 is probably one of the most, if not ''the'' most nerve-racking moment in the game. [[spoiler:Although the xenomorph is gone, you have to make your way to the reactor core of the [[SpaceStation Sevastopol Station]] to find out what's wrong with it, on various paths that are crawling with either [[DemonicSpiders Working Joes]], [[GoddamnedBats hostile humans]], or [[ThisIsGonnaSuck both]]. At one point, you have to leave your firearms behind, practically leaving you defenseless, and most if not all the Working Joes you'll encounter then wear hazmat suits, making them immune to EMP grenades and the stun baton. You eventually get your weapons back, plus a new one that can dispatch even the hazmat Joes in one shot, but then you get to the base of the reactor. The base is ''crawling'' with hazmat Joes and, depending on the difficulty, you'll might not have enough resources to dispatch each of them. Things go FromBadToWorse when you finally actually get to the reactor core itself, in which it turns out there's a whole ''hive'' of xenomorphs down there]].
* ''VideoGame/ObsCure: The Aftermath'' sort of does this with Mei's sister, Jun. It's almost painful enough [[spoiler:to just let her die before she goes into it.]]
* ''VideoGame/OutlastII'' has the notorious school segments. In a game that's already difficult thanks to its TrialAndErrorGameplay, the school segments are the absolute worst since they're very directionless in spite of the more linear setting. Your objective is literally just finding a way out of the school, with no clues as to ''how''. Plus, it's easy to go through a lot of batteries since the school is largely in complete darkness. Things go FromBadToWorse in later segments when the [[HumanoidAbomination Stalker]] starts making appearances, who can only be evaded by literally just running away from it.
* ''Franchise/ResidentEvil'':
** ''VideoGame/ResidentEvilZero'' has the segment where you must rescue Rebecca after she's left dangling above a BottomlessPit from a zombie monkey attack. You have to run through an area you've never explored before, fight your way through a pair of the monkeys who you've yet to fight (which are DemonicSpiders to boot), and spot the well-camouflaged path to the right that's difficult to see in favor of a door right in front of you that leads to a dead-end. It doesn't help either that it's a TimedMission (which, admittedly, you probably wouldn't know about since the time limit is pretty generous).
** In ''VideoGame/ResidentEvilCodeVeronica'', there is a sequence where you're forced to run away from a giant mutant zombie chasing you down a hallway while swinging a giant axe. It's extremely difficult to avoid getting hit, and if you're low on herbs/first aid sprays, it's practically impossible to pass this part since one hit knocks your health from "Fine" to "Danger", and you move slower as you get hurt. Restarting the game is painful as well since this sequence happens late in the game.
** ''VideoGame/ResidentEvil4'' has several of them:
*** The pathway towards the village, and by extension the village itself, can be this to inexperienced players. All you have is a basic pistol and a knife[[note]]Easy mode allows the player to have a shotgun as well, however[[/note]], and you'll find yourself being attacked by whole groups of enemies for most of the level (two of which have chainsaws that can OneHitKill you). Did we mention this is also the ''[[EarlyGameHell very first level]]''?
*** The cabin fight. You're bombarded by an endless horde of enemies coming from six different directions in a tightly spaced cabin, and the battle will literally only end once ''forty'' enemies are killed. You have Luis to provide some backup, but that, unfortunately, won't be enough.
*** The chapter immediately following the cabin fight is a pain as well, since you'll likely be drained of all your ammo. You're given the option of trekking between two areas: one area is absolutely ''crawling'' with enemies and includes a mini-boss fight with the chainsaw-wielding Bella Sisters. The other area is just one single pathway with little huts full of ammo and money. The catch, however, is that you'll have to deal with [[GiantMook El Gigante]][[note]]if you can grab the key to unlock the door on the other end fast enough, he can be skipped[[/note]]. Lastly, to get out of the village, you must battle [[LightningBruiser Bitores Mendez]] to obtain his glass eye.
*** You get the "Water Room", a water-themed, three-part PlatformHell which you must navigate from one end to another while [[BrokenBridge fixing a bridge you shouldn't have to in the first place]] and [[SnipingMission sniping respawning enemies from afar]] who will otherwise provide you with a [[GameOver sudden game over]] should you fail to [[EscortMission protect the president's daughter]], which you have to do at all costs, at all times. Oh, there's also the Ganado cultists throwing [[SuddenDeath instant death]] at you. [[EverythingTryingToKillYou Everything is quite literally trying to kill you]]. The fact that the level is water-themed may qualify as an UnderTheSea level, considering how infamously difficult ''those'' are.
*** There's also the first fight against Jack Krauser, which is one big QuickTimeEvent that results in instant death should you press the wrong button combination at the wrong second. Although you frequently deal with these throughout the game, this fight strings so many of them together that the result is an arduous UnexpectedGameplayChange. The fact that the buttons are randomly generated each time doesn't help much.
*** The wrecking ball room. You must use a wrecking ball to destroy a wall that's blocking the exit. However, while doing so, you must face up against a seemingly endless horde of enemies that either wear armor, having crossbows, [[DemonicSpiders are the ones who can spawn the plagas]], or a combination thereof. Combine that with having to protect Ashley the entire time and the room itself being slightly cramped.
** ''VideoGame/ResidentEvil5'':
*** From the ending of chapter 5 onwards, changes from "Majini" to "Majini with assault rifles". Which is especially horrible since you can't run with a gun ''but the enemy can''. Good luck.
*** There's lots of difficult parts in this game that can cause you to get stuck for an hour or two. One part that stands out is a section near the end of the game, where you have to fight two Reapers that attack at the same time. They both have instakill attacks and require you to aim at specific body parts to kill them. And a few moments after the giant insects appear, two Gatling Majini (who have massive hitpoints) and a huge amount of melee Majini come to attack you, and it's mandatory to kill the two Gatling Majini. Better kill the Reapers quickly or you'll have to face all of them at the same time.
*** You are required at one point to navigate through underground tunnels, and if playing single player and you don't know you can have the AI partner carry the lantern, you get stuck with it instead. You will find enemies in these tunnels and you will need the lantern to see them, but to kill them, you need to put down that lantern to use your weapon.
** In ''VideoGame/ResidentEvil6'', you not only see zombies, but also gun-wielding enemies, without being able to run and shoot. The highly irritating J'avo form the main enemies of two campaigns, and most of Ada's campaign -- plus, they have AdaptiveAbility to make them even more of a threat.
*** The second mission in Jake's campaign. First, you have to find three data chips in a snowstorm where, guess what? The visibility will frequently drop out due to the swirling snow. Some of the enemies faced include very stealthy flying enemies, who don't need the snowstorm to hide from you before attacking. This gives way to a retread of the siege from ''4'' that then triggers a tricky downhill snowbike race ahead of an avalanche. And then there's the ParanoiaFuel chapter, where you have to find your way through caves filled with tracker-bugs that will summon the [[ImplacableMan Ustanak]] for an instant-kill game over if they spot you or an asshole/idiotic player-controlled partner uses their firearm instead of stealth-killing the tracker-bugs, then ultimately fail to hide in the dumpster before Ustanak arrives to the last place a tracker-bug/firearm went off, and even then hiding won't always save you if you exploit it too much as Ustanak connects the dots after hiding three or more times in the same dumpster in the same area...
*** Then there's the infamous "Catwalk Escape from Haos" event during Chris' campaign which seems that the one ahead of another partner seems to heavily influence the rate at which Haos uproots sections of the catwalks you'll be running on. Hope you're good to race against a ''very mean'' ai-controlled/player-controlled partner, otherwise you'll be dying ''a lot''.
** ''VideoGame/ResidentEvil7Biohazard'' has the segments where you [[spoiler:play as Mia]], thanks to encountering enemies before you can even find a weapon, the lack of plentiful health items, and having no absolute way to tell how much damage you've taken. The flashback sequences aren't too bad since you actually start off with weapons, but said weapons aren't particularly strong and you'll be encountering perpetual waves of enemies along the way.
** ''VideoGame/ResidentEvilVillage'' has several, depending on the difficulty:
*** The first segment of the game where you get bombarded by Lycans isn't terribly difficult on lower difficulties, but is an absolute nightmare on higher difficulties where Lycans are ''much'' more stronger, faster, and durable. Depending on whether or not you're playing on a NewGamePlus, all the player gets throughout the whole attack is a weak knife, a basic pistol, and a shotgun with minimum ammo. Not even blocking the Lycans' attacks are guaranteed to keep you from going down in two-to-three hits, and the Lycans will only stop showing up until a certain amount of time has passed.
*** The stronghold is a short level, but you will get hit by a ''literally'' neverending swarm of Lycans until the level is completed. There's also the fight with [[KingMook UriaČ™]], who is a hard-hitting DamageSpongeBoss who will sometimes summon Lycans as backup.
*** [[spoiler:Chris' section]] can be annoying since, [[RunningGag once again]], you're bombarded with swarms of Lycans and your weapons only have a limited amount of ammo to take care of them without the high possibility of getting cornered. It's far worse on harder difficulties, due to the Lycans' increased health.
* ''[[VideoGame/SilentHill4 Silent Hill 4: The Room]]'' famously leaves players stuck in the "Water Prison" level because of ThatOnePuzzle, which is [[LightAndMirrorsPuzzle light-based]] and requires [[MoonLogicPuzzle the use of improbable logic to solve it]]. Throw in an EscortMission, a PuzzleBoss and [[ImplacableMan the invincible ghost of an undead vicious serial killer]] during a revisit and it nicely sums up the appeal of the "Water Prison". The fact that half of it seems to be buried underwater grants it an UnderTheSea difficulty setting.
* ''VideoGame/TheThing2002'' has a stage almost identical to ''VideoGame/MetalGearSolid'''s staircase sequence, except you're going down, there are automatic turrets on every level (that can take up to five grenade hits to destroy), scalding steam vents, seemingly endless streams of [[GoddamnBats scuttling creatures]] that pop out of dead bodies (and attack you from front and behind), and the medic, your only hope of surviving the stage, turns into a monster at random points. If you don't have enough health packs on you, or enough firepower, it's [[UnintentionallyUnwinnable impossible]] to get through the stage. And at the end of this stage there's a bomb that kills all of your squadmates, and destroys their gear. If you don't have a flamethrower at the end of the level, you will [[NintendoHard NOT be able to complete the game]].
* ''VideoGame/{{Penumbra}}'' has Chemical Storage in ''Overture.'' It's not just because you'll be chased by a worm through doors you'll have to shut behind you, through barriers that will make you stop and take time to break them down, and over pools of deadly acid that require jumping and box pushing to avoid injury. [[spoiler: It's that there's Schmuck Bait in the form of a metal barrier that tempts you into thinking it can hide you from the worm. Worse, at the end of the area you might think it's possible to have enough time to turn the valve and open the steel door, but in reality you're supposed to cause a cave-in.]]
* ''VideoGame/AmnesiaTheDarkDescent'':
** The infamous Water Part, mostly because it's the first area of the game where something is relentlessly pursuing you and where you could most likely die your first time. Other than that, it involves platforming on boxes to prevent the monster from chasing you, using a lever that will open a gate for a limited time that you have to rush through. And a mad dash through multiple flooded hallways, shutting doors behind you to stall the monster for a few seconds.
** Also the prison has annoyed some people due to it being full of intersecting dark hallways where a Servant can ambush you. Also there are multiple Servants in this area.
** For first time players who made it past the first two Suitors, Amnesia: Justine has the Dungeon, and it will mostly likely be the place in which they die. Remember how easy it was to sneak around before due to the Suitors being blind? Guess what? The area is completely water-logged, so good luck trying to be quiet! The game forces you to move quickly as well due to the timing required, and there's literally no room for error, especially if the player wants to save the hostage. What makes it even worse is that the game's official ending is ''literally minutes away'' at that stage and that '''dying will mean starting over since there's no saving the game'''.
* ''VideoGame/ZombiesAteMyNeighbors'' has several. Not levels, but level ''types:''
** The water levels (Look Who's Coming To Dinner, Creatures Of The Blue Lagoon, etc,) after level 18 is when The Fishmen start getting fast, able to catch Zeke/Julie ''easily'' when they swim, and NO, you can't use weapons while swimming. Oh, and The Fishmen can kill The Pool Guy, ''with ease.''
** Levels with only one victim to save. This turns the level into a savage game of tug-a-war between TimedMission and LuckBasedMission, since if that victim happens to die it's an instant game over and it's not only possible but ''likely'' that an enemy will happen to kill them before you get there even if you make a beeline toward them the second the level begins. Worse, is that since the number of victims in a stage depends on how many you saved in the last one (letting two die in the last level means the next one has two less victims to save), it's entirely possible to have to deal with the water levels above with ''[[NintendoHard only one victim to save]].'' While you can reset the number of victims to save by loading from a password, this also [[ContinuingIsPainful costs you all of your weapons and items]] save for the starting level load-out of 300 water pistol shots, 2 first-aid kits, and 5 decoys. [[MortonsFork Pick your poison]].
* ''VideoGame/DeadSpace'': Chapters 3 and 4 both have stages where you will ''wish'' you could just be throwing down with a swarm of Leapers. In 3, there's the gravity centrifuge, which when engaged means you need to run through it - and if you're out of a niche when the blade comes along you're reduced to a red smear on the ground. In 4, at one point, there's an objective where you need to run from cover to cover in hard vacuum and zero-gravity to avoid an inconvenient meteor shower. The hint you get for this is vague and unhelpful - it talks about "the walls" but it's not actually the walls that save you - and being caught out in the open means you get a warning about meteor impacts about, ooh, one second before you get torn apart by one.
* For a game that is already NintendoHard if you have no idea what you're doing, part IV of ''Videogame/LakeviewCabinCollection'' is by far the most difficult of the levels. First off, the rooms in the house are randomized (but not crazily so). Secondly, while the enemies are weaker than most of the other levels, they make up for it by having alarm switches and traps. And last, any room with a vent has a likely chance for a giant rat to pop out, which move quickly and severely damage any survivor just shy of being a OneHitKill.
* ''VideoGame/CorpseParty'': [[spoiler:The one where you, as Yuka, have to run from Kizami.]]
* ''VideoGame/AloneInTheDark2008'':
** The insanely frustrating driving level down 59th Street in , because the steering is lousy. Though some believe the look and sound of that level make up for it.
** The driving section with the bats, coming soon afterwards, where they drag your car up (possibly to your doom) and/or stop sticking to it completely at random; the black goo, which might or might not react to your flashlight, eating you up; and that final driving section, timed, where it's plenty possible to miss the right turn at the end.
** Fixed in the [=PS3=] ''Inferno'' port. While the 59th Street driving section is still unlikely to be beat at first try, the improved controls, Sarah's giving you directions as well as there being checkpoints along the way actually render the whole sequence somewhat fun if still challenging.
* ''VideoGame/FiveNightsAtFreddysVRHelpWanted'' has the Plushbaby level, where you're tucked in the Prize Corner and have to fend off the eponymous murderous plushie with your flashlight. The problem? Oh, there's a number of them.
** There are multiple Plushbabies going after you, sometimes at the same time.
** There are over a dozen places they can spawn, and the only indicator that a new one had appeared is a sound that doesn't necessarily come from their direction.
** The Prize Corner is filled with toys they're hiding behind.
** The flashlight - the only source of light in the level - has limited battery life. Let it run out in full, and you have to wait precious seconds for it to recharge before you can use it again.
** And that's not to mention the Hard Mode version of the level, where [[spoiler:all the toys in the Prize Corner are Plushbabies, and you have to look for the ones with no iris in their eyes, as they're the only ones going after you.]]
* ''VideoGame/TheEvilWithin'' has three of them ''in a row'' no less:
** Chapter 9, though regarded as the best level in the game, is notorious for the fact that that's the chapter where [[BigBad Ruvik]] actively hunts the player down. Though Ruvik is slow, any contact with him is instant death and his AI is smart enough to teleport instantly towards you depending on the occasion. The worst part? His encounters are ''completely randomized''; there's absolutely no indication when or where he'll appear outside the screen turning blue and the background music changing.
** The following chapter, Chapter 10, has you slog through a dark maze-like setting that feels like a combination of all the worst parts of the game. Death traps are everywhere, enemies can get the jump on you when you least expect it, you'll have a few encounters with the [[BossInMookClothing Traumas]] (including a [[DuelBoss pair of them simultaneously]]), and eventually fight not one but ''two'' bosses that both extremely difficult due to their fast attacks and [[OneHitKill instant kills]].
** And the chapter following ''that'', though not as long, is absolutely annoying since there are enemies just about everywhere you go. Many of them are armed with melee weapons, crossbows, molotovs, dynamite, guns and some of them wear bulletproof armor. Then you'll have to face enemies where you can't necessarily fight back, such as dealing with a fish-like monster who will kill you the second it comes in contact with you.
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