How does landing in water kill you




















A fall from a great height can disconnect the aorta - the largest blood vessel pumping blood - from the heart. The heart may then continue to beat and distribute blood into the body cavity, but this only continues for a few seconds. Because the cells and blood vessels have ruptured, the brain no longer receives the blood necessary to keep functioning.

Depending on how you land when you fall, your skull could crack into several pieces. This type of injury has the potential to cause life-debilitating brain and spine damage. This is why one should wear a helmet when riding a motorcycle, bicycle, or even skateboard. Once the blood vessels have ruptured and the heart briefly continues to pump blood, the result can be internal bleeding.

With a bad fall, bleeding occurs all over the body, including in the brain. But since the pathways for the blood to travel have been damaged, the blood then pools inside the body. Even if there is no clear sign of external injury, our bodies may experience this life-threatening condition after severe trauma , such as through falling, a car accident, taking a hard punch, or having an object of great weight dropped on the body.

Depending on what kind of surface breaks the impact of a fall, there could be a lot of blood spatter. Even if the person falling lands in one piece, the impact could cause external injuries. These injuries may lead to bleeding out since the blood vessels are unable to contain the blood anymore.

An adult human has approximately 1. Forensic analysts can also use the pattern of blood spatter to determine the height, force, and velocity of how someone fell. Humans spend a lot of time inside their homes and other places, so dangerous falls occur most often in indoor settings.

Inside was his driver's license, which was a relief -- some people jump with no identification. Figuring out who they are can be difficult. Inside the wallet, black with a skull and the word "zero" stitched on the outside, Foehner found a Social Security card, a Bank of America Visa card and a medical marijuana card.

The entire process took about a half hour. Soon afterward, Anthony Villeggiante showed up in his Mercedes station wagon. Villeggiante pulled on gloves. He and Foehner unfolded a body bag and wrestled the man into it. The zipper came up over his face. They picked him up and put him on a gurney.

Villeggiante rolled the gurney to the back of the Mercedes and slid it into the back of the car. Russell and Gooch has a contract with the county, too. Marin has no morgue, so bodies go to Russell and Gooch for holding.

A pathologist, also under contract with the county, performs autopsies there. And loved ones contact the mortuary to arrange for transportation or burial services. It's a dark and foreboding place after hours. Villeggiante and Foehner wheeled the body through the doorway and parked the gurney in a room. Nearby was the embalming room, where another body lay. Crosses and Stars of David hung from the wall. Foehner completed the paperwork for the pathologist, who would examine the body the next morning.

As an afterthought, Foehner rechecked the body for needle marks or other signs of drug use. There were none. And then they left. Villeggiante went home to await another body call. Foehner went to dinner, and to start the notification process. The man had a San Francisco address, so Foehner called San Francisco police to ask if an officer could go to the home. An hour later, he got a call back. An officer had gone to the address and found the door open.

No one was inside. Later, it was determined that he was from a town in Illinois. Police there were contacted, and they had the unpleasant task of telling his family that he had died. Foehner is 32, single and lives in San Ramon. He started in law enforcement in Santa Barbara as a deputy sheriff. He later read that Alameda County had the highest pay for coroner's investigators and applied on a whim.

You know, the worst day of these people's lives, I'm involved in it. That's pretty heavy. Pam Carter is the senior coroner's investigator in Marin, and she works with cool efficiency. She's in her 40s and has been investigating dead bodies for the county for about five years. A day before taxes were due this year, she went to Fort Baker to investigate the death of Theodore Henry Milikin. Milikin was a big guy, 6 feet and more than pounds.

He was 53 when he slipped over the Golden Gate Bridge railing and dropped to his death. Milikin also had a history of suicide attempts. He had gone to the bridge several times before, only to be stopped before he'd taken the plunge.

He'd been held for psychiatric evaluation. There's a name for people like that: That's the state's Welfare and Institutions code for holding someone against his or her will. Milikin appeared to be deliberating. A Golden Gate Bridge patrol officer spotted Milikin near the bridge's south anchorage at about 7 p. He was leaning on a railing looking into the water, according to the officer's report. The officer called the bridge office and asked that a camera be put on Milikin, then the officer continued his patrol.

Soon afterward, he got a call from the office. The man was moving and appeared to be OK. At p. The man had called from an emergency phone and said, "Call the Coast Guard because I'm going to jump. The officer sped to the scene and found Milikin up on the railing. He got out of his patrol car and said, "Don't do it. Milikin's family would later tell Carter that Milikin had a history of depression and that he had refused treatment. Carter deduced much of this before she talked to anyone.

It became clear from the long, rambling suicide note stuffed inside a black backpack that was now in the tray next to Milikin's cold body. The Coast Guard retrieved it when Milikin's body was pulled from the water. The note was wet and folded, a page from a student-size notebook. The note was handwritten, single-spaced and covered the front and back. The note spoke of depression and Milikin's "ongoing crisis. Milikin, a never-married taxi driver, wrote of politics and conspiracies.

He complained about the Bush administration, the loss of civil liberties and the rise of fascism in the United States. Milikin wore black pants with a multicolored belt, white tennis shoes and a green jacket.

Carter took pictures and then inspected Milikin's body -- pushing clothing up and down and to the side. He had an abrasion along his back, but no other external signs of trauma. Carter took digital photos under the harsh glare of the dock light as Villeggiante drove up in the Mercedes body-mobile. Like just about everyone who works in the coroner's office, Carter seems immune to the physical horrors of death. She's been dealing with life and death since she was 16, when she got a job at Marin General Hospital.

It's really hard to die while you are in "free fall", ie, falling freely through the atmosphere. One scenario in which you can die in free fall is that you are so high up say above , feet or about 30 km that the intense cold and lack of oxygen will kill.

But even this scenario can be survived. It turns out that the air pressure is low enough at 62, feet to have boiled the water in his blood - and at , feet, the air pressure is actually a lot lower.

He was kept warm by many layers of warm clothing. He was kept alive by the thin newly developed MC3 pressure suit covering his entire body, and a tank strapped to his body feeding him pure oxygen to breathe. He jumped out of his open gondola, and began falling. He fell in free fall for about four-and-a-half minutes. His parachute opened around 14, feet. There was a sudden jerk as his speed suddenly dropped to around 21 kph. He landed about 12 minutes later, with no permanent injuries.

He still holds two records - the only person to break the sound barrier without being in a craft, and the highest parachute jump. Partially averted and partially played straight in Just Cause 2. The aversion: free-falling from great heights will injure or kill Rico, whether the fall is onto land or water. There are no ledges to grab onto, either. However, Rico's wrist-mounted grappling hook is essentially this trope's purest interactive representation.

Need to pull yourself 50 meters up the side of a building in 2 seconds? Need to make that same trip in reverse? No problem! And the piece de resistance: fly a plane 10, feet in the air, jump out, wait until you're about 30 feet from the ground, then fire the hook.

It will attach to the ground and reel you in for no damage. So hitting the ground at terminal velocity will kill Rico. Using the grappling hook to pull him to the ground even faster allows him to survive. Also, even if falling from terminal velocity, wait to deploy your parachute at the last possible second and see what happens.

That's right! All that will happen is that Rico falls, says something along the lines of "sheesh" or "Whoa To close for comfort. Worse than all of the above examples is you can bail out of a flaming out of control jet and come out about a foot off the ground and land because you were so close to the ground that the game never has you freefalling and the speed is negated when you jump out of the jet so you're perfectly fine.

The above about freefalling is especially silly in that Rico can, even without the hook or the parachute, fall much further than most other Wide-Open Sandbox protagonists can without taking damage. Jumping off from the top of a water tower typically after dropping a grenade on it first without injury is just the start.

In Left 4 Dead players that get knocked off a ledge will go into a "perilously clinging" state where they must be rescued by another player. If no one pulls them up after a certain amount of time, they fall and the game registers them as dead. Naturally, falling off anything from a great height will kill survivors, but there is one minor exception.

In the 2nd map of Dead Air where you activate the crane, if you look in the street below, there is a truck. If you jump off the roof and land on the truck, you'll be incapped instead of killed, but the game quickly eats away your health and kills you in just two seconds, since there's no way for your teammates to get down there and rescue you.

Also, landing on a zombie's head will break your fall no matter how far you had fallen. If you do this in an area where you are not supposed to be like in the example above, you die anyway. Problem is, before a patch changed the AI from Too Dumb to Live to just spiteful , they would choose the most direct route possible.

So if the survivor in peril was hanging on the other side of a short gap Occasionally, in a strange inversion , a survivor will cling to an edge when the ground below them would be non-lethal, or simply not a fall.

If you let the survivor lose their grip, they will die instantly, no matter how stupid it looks. This is averted in Left 4 Dead 2 , particularly some custom maps, where the game will first drop you, then check if the fall killed you.

Early subversion in Legacy of the Wizard. If you fall from higher than the character's maximum jump height, it's gonna hurt. Not a total aversion, because the damage is the same no matter how high you fall from. The Legend of Spyro : No matter how far Spyro falls, even if it's from the highest point in a level to the lowest point, he'll simply hit the ground in a tiny puff of dust, and immediately keep on walking on legs that are miraculously not turned to mush.

In A Hero's Tail and the Legend of Spyro trilogy, he'll start to scream in terror if he falls too far, but he's still always fine when he hits the ground. In The Legend of Spyro: The Eternal Night , you do take slight but noticeable falling damage, which can be negated by gliding for at least the last foot or so of the fall.

There are few things more embarrassing than beating a mini-boss or ambush with one HP left then dying on the next jump because you misjudged the height The Legend of Zelda : Link always takes damage from falling into Bottomless Pits or deep water , but the 3D titles also add falling damage from a sufficient enough height. In later games, if you fall too far, the roll move will no longer save you from damage.

At face value, it's played more realistically than every other game; whereas fall damage in those would take out 3 hearts at worst, it can scale all the way up to 30 hearts here, enough to instantly kill you at any point. However, you also get the Paraglider at the end of the tutorial, which brings any fall to an immediate midair stop without any consequences. The Lord of the Rings Online : Averted. Falling from a small height will at least get you injured and limping for up to a minute.

Falling even further or far enough to take damage while the injury debuff is active will kill you instantly, however. At the end of the manor house level in Medal of Honor: Frontline , you and Geritt escape by jumping off a several story high balcony into a hay wagon. He hits the ground and survives, but you die if you miss the wagon. Metal Gear : In every Solid game past the first which only had Bottomless Pit booby traps that immediately ended you , fall damage is played straight with smaller falls hurting you, and longer ones killing you.

In Snake Eater , you may even have to medically treat your broken shins. Subverted with ledge-grabbing, however; as long as your arms stop the fall, you're fine. Zig-Zagged in Metal Gear Solid V ; there's still "pain" and "death" falls for Snake, but enemies who fall off of ledges can crack their skulls and die at much shorter heights than would even make him grunt.

Riding D-Walker also completely negates any fall damage Snake would take. Remarkably averted in The Red Strings Club : neither the fall from a mega-skyscraper nor the landing kill Brandeis. The fall is so long that he bleeds out from his gunshot wounds before he hits the pavement. Most Metroid games lack fall acceleration and thus lack fall damage, even from literal canyons, unless Samus falls to the ground with something heavy on top of her.

Metroid II: Return of Samus has the opposite, where flying too high without the spacecraft will cause Samus to take damage and fall back down every game similarly stops you but most do not punish the player with damage for it.

The Metroid Prime games do have fall acceleration and if you somehow manage to get Samus into a situation where she reaches terminal velocity she will freeze up and the player will be unable to take any action until she hits the ground, at which point she will be temporarily stunned. Samus still takes no fall damage from this, but Metroid Prime 2: Echoes added Bottomless Pits , which do cause minor damage to Samus before she respawns next to them.

Metroid Prime: Hunters is the only game where regular falls can hurt Samus if she is high enough and free fall,will kill you if Samus misses a jump in a low gravity, no atmosphere enviornment and drifts out into space. Metroid: Other M goes back to having no adverse affects for falls, provided Samus simply falls. If she is thrown towards the ground she can then she can be injured.

In Minecraft falling into water will prevent any fall damage. The same applies when catching a ladder. Don't want to climb all the way down your mineshaft? Just toss a water block on top of a sign , and you need not worry about long climbs ever again!

The death message reminds you that you didn't die from falling, you just hit the ground too hard. Also shows up inverted if you have flying enabled but are not in creative mode. If you try to fly after a long freefall, you can "hit the ground too hard" in midair. Mirror's Edge is Le Parkour on the rooftops of a futuristic city. It completely averts this trope and you have to take a roll to dampen the impact of jumps from considerable heights.

If you miss a jump between buildings, there's really not much more you can do than bracing yourself for the sickening sound of a body hitting the sidewalk.

Played straight, however, in a cutscene where Kate falls out of a helicopter : She somehow manages not only to grab and hold onto the ledge of a building with her arms alone because she's handcuffed , she isn't even remotely hurt by doing so or, for that matter, by hitting a building from that distance in the first place.

Subverted in Monster Hunter. Falling off a large height will cause you to "stick" your landing, forcing you to be still for a few seconds, and if you were in transport mode, whatever you were carrying will be destroyed unless you have a skill that negates the effect e.

Felyne Lander. However, you can never take damage from a fall, even if it was off a volcanic peak that has to be at least meters high. Then again, it probably makes sense, given that Hunters can also withstand inhuman amounts of abuse from monsters without so much as a finger broken. Murdered: Soul Suspect plays with this trope. Ronan gets thrown out of a fourth-story window and lands on the street outside but survives — just barely.

The impact caused enough damage for his soul to separate from his body. His actual death is caused by the Bell Killer shooting him in the chest seven times upon noticing that Ronan was still alive. No More Heroes 2: Desperate Struggle has a completely insane example in the ending.

After finishing off the final boss, Travis plummets several hundred feet to the pavement, and Sylvia catches him Given how the series plays with reality, it's perfectly within standards, but admittedly if one doesn't suspend their disbelief soon enough, most of the game is questionably survivable but visually awesome.

It is justified, in that Travis doesn't take any damage from attacks where the player has no input during. Yes, this is the actual reason for it. In Odin Sphere , after a boss fight in the sky, Gwendolyn laments her impending death and converses with the spirit of her dead sister. This goes on for several minutes and another cutscene plays in the middle of it. After falling long enough for a bathroom break, her lover, Oswald, saves her by making a quick jump from somewhere below and catching her.

Played mostly straight in Overwatch. There is no fall damage, but it follows the usual convention that falling or being pushed off the map causes instant death. However, there are also special areas within some maps that have the same insta-kill effect, such as the well in the center of the control point of one Ilios map.

These can be used tactically, as certain weapons have the ability to push or pull you into these deathtraps deliberately. Do not stand across the well from an enemy Roadhog. Quick reflexes, the right hero, and a bit of luck may save you even then: if charged, a rocket boost or grappling hook may be able to pull you out in time. Pikmin captains never reach a damaging, much less lethal terminal velocity from falling, even if they literally fall from the upper atmosphere onto rocks!

However, like Metroid , they can be damaged if they are thrown into the ground or fall with something "heavy" on top of them. And given Pikmin captains are the size of coins, the threshold for "heavy" is much higher.

Portal lacks fall damage, but justifies it by putting spring mechanisms on Chell's heels that absorb the force of impact. The game's own developer commentary discusses this — Chell was given leg springs because playtesters complained about her surviving "falls that would kill Gordon Freeman. Yet you always land on your feet, completely upright. And if you construct your portals a certain way both on the floor but "aligned" improperly and bounce between them over and over, you can quickly get turned upside-down, though Chell is always capable of righting herself.

There is a theory that she is righted by gyroscopes in the springs. The final promo for the sequel shows that Chell now has special boots instead of just the springs. The narrator Cave Johnson claims they prevent her from landing anywhere except on her feet there is no evidence to support this, as all of Chell's flips are of her own accord.

This is not mentioned in the game proper although it is commented on by GLaDOS and early in the game, Wheatley still sounds concerned about Chell jumping into a large pit and landing on, say, her head. The bit about Wheatley is justified in that he is designed to be a moron. Portal 2 also features Bottomless Pits. In Prince of Persia 2: The Shadow and The Flame , attempting to grab a ledge after you've fallen beyond the ordinarily lethal limit, will leave you crushed on the floor And in the original, the grab action would simply fail to stop a lethal fall, except in those ports where it didn't , allowing some major unintended shortcuts.

In the Sands of Time games almost any fall will kill you, even ones that would only cause discomfort. Justified in that given the environments he's in, even a broken ankle or sprain would effectively kill him. In the same game, if you fall from a great height but manage to get near a ledge just before hitting the floor, the prince will grab onto the ledge - completely decelerating in a fraction of a second - before losing his grip and falling to the floor.

Decelerating from terminal velocity using only his fingertips doesn't harm him, but the short drop to the floor below kills him outright.

Prototype features no fall damage whatsoever; in fact there is an attack that is based on jumping as high as possible, then dropping down like a bullet and creating a MASSIVE shockwave that can even seriously damage tanks. This is justified as the protagonist has no bones to break or organs to rupture. Justified even further since he can absorb the mass of anything he devours, thus if he ate 60 people, he is extremely dense and now weights 60 people in a centralized human-shaped body.

So in Prototype 's case, it's not Alex's fall that kills you, it's the resulting shock wave from the blow. In Quantum Conundrum , you'll survive any fall as long as you shift to the Fluffy dimension, giving you a plush cotton floor to land on. Though even in normal dimensions, you seem pretty resistant to fall damage for a child. Ratchet even looks down and you can't see the ground from how high up they are.

And yet, Clank, changing to his Thruster Pack mode, and propelling himself against Ratchet seconds before hitting the ground is enough for the pair to just skid against the ground a bit.

The only injury sustained by either of them is Clank's broken servos in his arm, which were from the force of holding up Ratchet's weight BEFORE they fell. Hilariously averted in Resident Evil 4 during the Pueblo attack, due to Leon's habit of jumping down ladders rather than climbing them. If you climb up into the 50 foot high watchtower, Leon will still jump down, fall at a steady speed for a good three seconds, and land without so much as a grunt.

It's worth pointing out that Leon isn't nearly so invulnerable to falling during any of the game's obnoxious Press X to Not Die cutscenes. Ashley is a similar case, always jumping after Leon with him catching her at the last moment. Amusingly enough, using the second alternative costume A heavy suit of armor , Leon clutches his side in pain after breaking her fall each time. In Rune , one multiplayer death message states death by deceleration trauma.

Saints Row: The Third has semi-realistic fall damage. Jumping off a ledge that is 10 feet above the ground will do some serious damage to your character. Using a parachute to avoid the fall also isn't a sure-fire way to take no damage, depending on how well you control it. However, the trope is played straight to increasing degrees as you start buying upgrades that reduce damage from falling. The final of these upgrades makes it where you are completely immune to any fall damage.

You can jump off a skyscraper and face plant into the sidewalk without a single scratch on you. Cutscenes however, ignore this due to rule of cool. In one part of the game The Boss Survives falling from a cargo plane simply because he was inside a tank. In Shadow of the Colossus , Wander can successfully break any fall if he grabs onto something before hitting the ground.

This is particularly amusing to witness during the battle with the last colossus, where Wander can plummet several stories and still emerged unharmed as long as he catches a ledge on his way down.

Up to a certain height, hitting the ground will only do damage, and not an enormous amount. Once you pass that height, you die on impact, even if a slightly shorter fall would barely inconvenience Wander with a maxed life bar.

Subverted in EA's Skate. If your character falls above a certain height without landing on a decently sized slope, he won't land the trick. This can get rather ridiculous if he looks like he should have been able to land the jump. If this is the case, your skater will stand firm for a second, but then just slump over and rag doll.

Sonic the Hedgehog might be the largest offender of this trope since his ability has always been to run really really fast. Not necessarily stop super fast. Likewise, he doesn't suffer fall damage. In-game, you actually do slow down to a stop. During cutscenes, he skids to a halt. Make of that what you will. Also, he does fall into Bottomless Pits. Next time, don't get so close to the edge. Web Animation. Red vs. Blue : In Season 9 Episode 15, after Carolina and York jump off a skyscraper, they are stopped mere feet from the pavement of a highway by Maine in a Warthog driving by.

The save acts as though they sustained no injuries whatsoever as a result. In RWBY , the characters rarely get hurt, even when falling from immense heights. Season 2's opening credits has them falling from suborbital heights , accelerating their falls and then performing superhero landings with no ill effects at all.

As early as the fifth episode, we see them all slowing down in various ways after being launched into a wooded area, and but for Rule of Cool , no one would survive. Ruby uses her scythe as a Blade Brake against a tree limb, which should have ripped her arms out of their sockets; Ren circles a tree trunk using his bladed SMGs, and Yang uses her shotgun gauntlets to keep herself accelerated before bouncing off of two trees and rolling to a stop.

Definitely justified by Aura and the strengthening effects it has on the human body, as evidenced by Yang surviving a fall at terminal velocity with no ill effects. Averted for the most part, with constant use of "feather fall" by V and others to slow down people's decent to survivable levels. Durkon once used what he called the "cleric feather fall" Let a person smash into the ground, then heal them.

Subverted in the Snips, Snails and Dragon Tails print comic. Elan is hastily forced to retcon the ending. Done pretty reasonably in Gunnerkrigg Court. When Antimony falls off the bridge, the TicTocs grab her and slow her fall until she's at a safe height The Adventures of Dr. McNinja — apparently Doc can land safely from any height as long as he has the cord of his grappling hook in his hands.

Even his Honda can stick a pretty deft landing. Some people in Realm of Owls , especially the lofty who live in high homes, fall long distances but don't die when hitting the ground. In 8-Bit Theater , Thief survives an extremely long fall via the aforementioned "double jump" method. In another strip this is averted when the main characters are falling at a fast speed from hundreds of feet in the air.

Even though they are teleported to the ground, that doesn't stop the acceleration from the fall. Bloody mess. Bear in mind that the one that teleported them could have done something to arrest their fall and get them to land unharmed, but Sarda is called an Omnipotent Jackass for a reason.

And in yet another strip , well Fighter: The way I figured it, the fall doesn't kill you. The ground does. So I blocked it. Thief: You blocked the Earth. Fighter: Why not? I can block magic and fire and all kinds of stuff. Thief: I hate it when the things he says that don't make sense make sense. Web Original. He falls in water which prevents him from taking fall damage and then he covers the water with wood and the other three die once they fall onto it.

In Chapter 2 of the blog novel Fartago , the character Tago jumps off a cliff but survives it by landing in a pile of dung. Handwaved in that the author , Tony Caroselli, has said he stuck with the almost exclusively dialogue-only writing style specifically because a third-person narrator would be more likely to explain specific details , like where the lead characters are getting all those grapes and wheat to make their seemingly endless supply of booze which ferments within hours , even when that would get in the way of the joke or of the novel's intentionally nonsensical story.

Presumably, this also applies to how high the cliff Tago jumps from is. Also averted, in that Tago does not escape unscathed, but in an important plot point, breaks his leg from the fall.

In reality, dehydration would get to you first. He falls off a mountain and screams as he falls Subverted or deconstructed every time in the Whateley Universe , where the powers aren't as big and the physics seems to matter more.

When the Squishy Wizard Spellbinder gets blasted into the air by a magical trap and Flying Brick Bombshell flies forward to catch her, the impact knocks Spellbinder out and injures her. This What If? Western Animation. On Avatar: The Last Airbender Azula falls very far off from a flying object and manages to land perfectly on her feet on the side of a cliff.

Also justified several times with Aang, who can bend the air around him to slow himself down before landing. Parodied in an episode of Futurama : Bender is about to leap off a space train The flagpole later snaps and he falls another dozen or so, bounces off a sheet attached to a building, and into bags of garbage without taking any injury, but hey. Danny : That flagpole thing worked? I thought for sure it would snap - snap.

Technus : Wow!



0コメント

  • 1000 / 1000