History Main / InterchangeableAntimatterKeys

14th May '18 2:39:20 PM MyFinalEdits
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In many games, however, pretty much any key will fit in any door. Sometimes keys will only work in the dungeon you find them in, but still, within each dungeon every key will fit every door.

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In many games, however, pretty much any key will fit in any door. Sometimes keys will only work in the dungeon you find them in, but still, within each dungeon every key will fit every door.
14th May '18 10:00:11 AM Diask
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* In ''VideoGame/EightBitKiller'', interacting with a LockedDoor with a key in your inventory unlocks the door and instantly removes the key. The interchangeability of keys comes into play in stage 2-2, where using the key you find on the wrong door[[labelnote:(hint)]]It's not the first one you see when you enter the entrance hall.[[/labelnote]] will lead you to the exit but also lock you out of an assault rifle.[[note]]Next to this assault rifle is another key, so no worries.]]

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* ''VideoGame/{{MDK}}'' features locked doors that are unlocked by... throwing ''mini-nukes'' on them (that somehow don't pulverise anything other than the lock). The "keys" unreusability definitely makes sense in that case.
* In ''VideoGame/EightBitKiller'', interacting with a LockedDoor with a key in your inventory unlocks the door and instantly removes the key. The interchangeability of keys comes into play in stage 2-2, where using the key you find on the wrong door[[labelnote:(hint)]]It's not the first one you see when you enter the entrance hall.[[/labelnote]] will lead you to the exit but also lock you out of an assault rifle.[[note]]Next to this assault rifle is another key, so no worries.]][[/note]]
14th May '18 9:51:57 AM Diask
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Not so in games with this trope! Here, pretty much any key will fit in any door. Sometimes keys will only work in the dungeon you find them in, but still, within each dungeon every key will fit every door.

to:

Not so in games with this trope! Here, In many games, however, pretty much any key will fit in any door. Sometimes keys will only work in the dungeon you find them in, but still, within each dungeon every key will fit every door.



* ''VideoGame/{{Wild ARMs}}'' called these keys "duplicators" and explains that the key could duplicate into the specific key to fit any lock, once. Afterward the transformed key is no good for any other door, so is thrown away.

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* ''VideoGame/{{Wild ARMs}}'' ''VideoGame/WildARMs'' called these keys "duplicators" and explains that the key could duplicate into the specific key to fit any lock, once. Afterward the transformed key is no good for any other door, so is thrown away.



* The first ''VideoGame/{{DragonQuest|I}}'' game has one-use keys, though later games in the series allow single keys to open multiple doors (and [[AWizardDidIt they are magic]], which explains one key fitting every door in the world). Then you run into FridgeLogic in ''VideoGame/DragonQuestIII'', the prequel to the first game. You take ''your'' magic key, which can be used infinitely but ''doesn't'' open every door in the game (you need the Final Key for that), and show it to the guy who, by ''VideoGame/DragonQuestI'', is selling magic keys. Presumably, he copies it, but makes them one-time use ''and'' capable of opening any door in the world. In other words, his copy attempt ''failed completely''.

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* The first ''VideoGame/{{DragonQuest|I}}'' game ''VideoGame/{{DragonQuestI'' has one-use keys, though later games in the series allow single keys to open multiple doors (and [[AWizardDidIt they are magic]], magic, which explains one key fitting every door in the world). Then you run into FridgeLogic in ''VideoGame/DragonQuestIII'', the prequel to the first game. You take ''your'' magic key, which can be used infinitely but ''doesn't'' open every door in the game (you need the Final Key for that), and show it to the guy who, by ''VideoGame/DragonQuestI'', is selling magic keys. Presumably, he copies it, but makes them one-time use ''and'' capable of opening any door in the world. In other words, his copy attempt ''failed completely''.



%%* ''VideoGame/{{Dubloon}}'' features such keys.
* ''VideoGame/TeamFortress2'' has this in the form of Mann Co. Supply Crate Keys. You can get locked crates from the [[RandomlyDrops Random Drop System]], which in turn can be opened by these one-use keys. The problem? You have to buy the keys. [[RevenueEnhancingDevices With real money]], or if you are cheap or have little money you can get them also by trading [[ItemCrafting metal]], [[NiceHat hats]], event items (Halloween, etc.), or strange weapons. ''Webcomic/VGCats'' [[http://www.vgcats.com/comics/?strip_id=300 explains]]. There are also special keys for Seasonal items/Promotional events which only open special crates, those keys turn into normal ones after the event ends.

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%%* * ''VideoGame/{{Dubloon}}'' features such keys.
keys that disappear from your inventory the moment you drag them into locks (which aren't doors so much as flat blocks with keyholes in them).
* ''VideoGame/TeamFortress2'' has this in the form of Mann Co. Supply Crate Keys. You can get locked crates from the [[RandomlyDrops [[RandomDrops Random Drop System]], which in turn can be opened by these one-use keys. The problem? You have to buy the keys. [[RevenueEnhancingDevices With real money]], or if you are cheap or have little money you can get them also by trading [[ItemCrafting metal]], [[NiceHat hats]], event items (Halloween, etc.), or strange weapons. ''Webcomic/VGCats'' [[http://www.vgcats.com/comics/?strip_id=300 explains]]. There are also special keys for Seasonal items/Promotional events which only open special crates, those keys turn into normal ones after the event ends.



* ''VideoGame/WonderBoyIIITheDragonsTrap'' is an JustForFun/{{egregious}} example, as the locks actually look different, but are all opened with the same keys. (The different locks indicate whether a door has to be unlocked just once or every time you open it.)

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* ''VideoGame/WonderBoyIIITheDragonsTrap'' is an JustForFun/{{egregious}} egregious example, as the locks actually look different, but are all opened with the same keys. (The different locks indicate whether a door has to be unlocked just once or every time you open it.)



* In ''Golden Axe Warrior'', the player has to rely on generic single-use keys to open doors until the Thief's Key, which can open an unlimited number of doors, turns up late in the game.

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* In ''Golden Axe ''VideoGame/GoldenAxe Warrior'', the player has to rely on generic single-use keys to open doors until the Thief's Key, which can open an unlimited number of doors, turns up late in the game.



* In ''VideoGame/EightBitKiller'', interacting with a LockedDoor with a key in your inventory unlocks the door and instantly removes the key. The interchangeability of keys comes into play in stage 2-2, where using the key you find on the wrong door[[labelnote:(hint)]]It's not the first one you see when you enter the entrance hall.[[/labelnote]] will lead you to the exit but also lock you out of an assault rifle.[[note]]Next to this assault rifle is another key, so no worries.]]



* ''VideoGame/{{Fable|I}}'' had a variation on this trope with its Silver Keys. Any silver key can be used in any silver chest and are used up when the chest is opened, but chests require multiple keys. It doesn't matter which keys you use, so long as you have more than the key number of the chest.

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* ''VideoGame/{{Fable|I}}'' ''VideoGame/FableI'' had a variation on this trope with its Silver Keys. Any silver key can be used in any silver chest and are used up when the chest is opened, but chests require multiple keys. It doesn't matter which keys you use, so long as you have more than the key number of the chest.



* Keys in ''VideoGame/{{Geneforge}}'' are rare and open specific doors, but "living tools" (lockpicks) vanish when used. However, they're a "deviant use" in the sense of being [[JustifiedTrope justified]]--they're OrganicTechnology, and they die after being used.

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* Keys in ''VideoGame/{{Geneforge}}'' are rare and open specific doors, but "living tools" (lockpicks) vanish when used. However, they're a "deviant use" in the sense of being [[JustifiedTrope justified]]--they're justified--they're OrganicTechnology, and they die after being used.


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* Over the course of ''VideoGame/CaveStory'' you find multiple keys, each of which opens one specific lock and stays in your inventory long after fulfilling its purpose (so they are neither interchangeable nor antimatter).
7th Apr '18 5:59:37 PM nombretomado
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* ''VideoGame/WonderBoyIIITheDragonsTrap'' is an {{egregious}} example, as the locks actually look different, but are all opened with the same keys. (The different locks indicate whether a door has to be unlocked just once or every time you open it.)

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* ''VideoGame/WonderBoyIIITheDragonsTrap'' is an {{egregious}} JustForFun/{{egregious}} example, as the locks actually look different, but are all opened with the same keys. (The different locks indicate whether a door has to be unlocked just once or every time you open it.)
7th Mar '18 10:02:24 AM kyojikasshu
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** In ''Fallout 3'' and ''Fallout New Vegas'', instead of keys you get lockpicking tools, comprising of bobby pins(that can break in a failed lockpicking attempt) and a screwdriver. They can open nearly any lock except for the very rare unpickable ones (that are usually there for RailRoading purposes), meaning the same tools that can open an ammo box can also open a sturdy safe, or even the high tech security door of a bunker!

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** In ''Fallout 3'' and ''Fallout New Vegas'', instead of keys you get lockpicking tools, comprising of bobby pins(that pins (that can break in a failed lockpicking attempt) and a screwdriver. They can open nearly any lock except for the very rare unpickable ones (that are usually there for RailRoading purposes), meaning the same tools that can open an ammo box can also open a sturdy safe, or even the high tech security door of a bunker!bunker!
** ''Fallout 4'' has similar lock mechanics to the previous two games. The locks have specific levels, and require you to level up and apply perk points to the Locksmith perk to access the more difficult locks. Maxing out Locksmith will make your bobby pins unbreakable. Terminal-locked security doors work on a similar principle, with the Hacker perk being required to unlock higher-level terminals; maxing out the perk keeps you from being locked out (where you need to wait a certain interval before trying to hack it again). There are still certain locks and terminals that require specific keys and passwords, though, due to the requirements of certain quests, though once you've acquired them, you keep them.
29th Jan '18 11:00:06 AM Adven1966
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* ''VideoGame/ClarencesBigChance'': One of the few tropes the game doesn't lampshade.
11th Jan '18 10:37:38 AM BeerBaron
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** Played straight with the lockpicks in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''; in ''Morrowind'', they break after a certain number of uses, and in ''Oblivion'', they break if you fail at the [[HackingMinigame minigame]]. There are also Open Lock spells with varying magnitudes, but some (usually plot-important) doors require keys to open.

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** Played straight with the lockpicks in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''; in ''Morrowind'', they break after a certain number of uses, and in ''Oblivion'', they break if you fail at the [[HackingMinigame minigame]].LockpickingMinigame. There are also Open Lock spells with varying magnitudes, but some (usually plot-important) doors require keys to open.
27th Aug '17 1:12:58 PM nombretomado
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* The ''Franchise/{{Atelier}} series'' often uses a common form of this trope with color-coded chests that require keys, with the rarest chest type needing a key you'll only have access to near the end of the game. Using the key will cause it to vanish, but once you have the key's recipe you can alchemize as many as needed.

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* The ''Franchise/{{Atelier}} series'' ''VideoGame/{{Atelier}}'' series often uses a common form of this trope with color-coded chests that require keys, with the rarest chest type needing a key you'll only have access to near the end of the game. Using the key will cause it to vanish, but once you have the key's recipe you can alchemize as many as needed.
8th Jul '17 10:29:33 PM Panzerkatzen
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* Subverted in ''Series/ItsAlwaysSunnyInPhiladelphia'' when Dennis and Charlie are attempting to open a door at a competing bar and restaurant. Upon discovering it is locked, Charlie attempts to use his apartment key with the reasoning that it works on his apartment door, Dennis responds angrily ''"We're not at your apartment shithead!"''. As expected, the key does not work.
18th Jun '17 1:35:03 AM NoxSky12599
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* In ''VideoGame/LufiaAndTheFortressOfDoom'', the last door just before the FinalBoss could not be opened, leaving some to suspect it was a developer room.
* ''VideoGame/LufiaIIRiseOfTheSinistrals'' had a similar door in the final area of the game which could not be opened.



** In ''VideoGame/LufiaAndTheFortressOfDoom'', the last door just before the FinalBoss could not be opened, leaving some to suspect it was a developer room.
** ''VideoGame/LufiaIIRiseOfTheSinistrals'' had a similar door in the final area of the game which could not be opened.



** ''VideoGame/LunarTheSilverStar'' has the ever-obnoxious red chests that can only be unlocked by a specific item much later in the game...and it's not always worth it.
** In ''VideoGame/ArcanumOfSteamworksAndMagickObscura'', each key is can only be used on specific locks, and continue to exist once they have been used. Due to this, an accomplished thief (or brutal murderer) can collect upwards of 30-40 keys by the end of the game. (They take up a bit of room until you get a key ring, though...)

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** * ''VideoGame/LunarTheSilverStar'' has the ever-obnoxious red chests that can only be unlocked by a specific item much later in the game...and it's not always worth it.
** * In ''VideoGame/ArcanumOfSteamworksAndMagickObscura'', each key is can only be used on specific locks, and continue to exist once they have been used. Due to this, an accomplished thief (or brutal murderer) can collect upwards of 30-40 keys by the end of the game. (They take up a bit of room until you get a key ring, though...)
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