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* Ubiquitous in the Franchise/ResidentEvil series.

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* %%* Ubiquitous in the Franchise/ResidentEvil series.

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* Featured all over the place in ''VideoGame/{{Prodigal}}'', being a game that consists mostly of dungeons. In the post-game and NewGamePlus you can progress a bit faster by purchasing Normal Keys, but these can only get you so far because some places have Crystal Keys, which you have to move from one place to another without taking any damage at all or it will break (thankfully it respawns so you can keep trying), and [[BrutalBonusLevel Daemon's Dive]] has Divine Keys, which can only be found within that particular dungeon to stop you from relying on Normal Keys that were acquired elsewhere.
* The Crystal Keys make a return in a few levels in ''VideoGame/CurseCrackersForWhomTheBelleToils'', as well as regular keys which won't break but you will lose them if you die. Once you reach Grevenfel, you can buy a key from Elinore's shop to open any lock, but like with all items you can only have one at a time.

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* ''VideoGame/ColorgraveUniverse'':
**
Featured all over the place in ''VideoGame/{{Prodigal}}'', being a game that consists mostly of dungeons. In the post-game and NewGamePlus you can progress a bit faster by purchasing Normal Keys, but these can only get you so far because some places have Crystal Keys, which you have to move from one place to another without taking any damage at all or it will break (thankfully it respawns so you can keep trying), and [[BrutalBonusLevel Daemon's Dive]] has Divine Keys, which can only be found within that particular dungeon to stop you from relying on Normal Keys that were acquired elsewhere.
* ** The Crystal Keys make a return in a few levels in ''VideoGame/CurseCrackersForWhomTheBelleToils'', as well as regular keys which won't break but you will lose them if you die. Once you reach Grevenfel, you can buy a key from Elinore's shop to open any lock, but like with all items you can only have one at a time.
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* ''VideoGame/ThePedestrian'': Sometimes [[PlayerCharacter The Pedestrian]] will need to bring a key to a locked door to progress further.

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* ''VideoGame/ThePedestrian'': ''VideoGame/ThePedestrian2020'': Sometimes [[PlayerCharacter The Pedestrian]] will need to bring a key to a locked door to progress further.

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* ''VideoGame/{{Doom}}''

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* ''VideoGame/{{Doom}}''''Franchise/{{Doom}}''



** Pops up in three different flavors in ''VideoGame/DOOM3''. The most common is restricted-access doors that require a scan for your [[DataPad PDA]] clearance, and you have to find the PDA of one of the people authorized (which the door's interface panel helpfully provides a list of) to download the clearance and gain access; sometimes, you have to find an actual keycard[[labelnote:*]][[MythologyGag that plays the classic "item picked up" sound of the classic games]][[/labelnote]]; and finally, certain areas have to be unlocked by accessing a security terminal.

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** ''VideoGame/Doom3'': Pops up in three different flavors in ''VideoGame/DOOM3''.flavors. The most common is restricted-access doors that require a scan for your [[DataPad PDA]] clearance, and you have to find the PDA of one of the people authorized (which the door's interface panel helpfully provides a list of) to download the clearance and gain access; sometimes, you have to find an actual keycard[[labelnote:*]][[MythologyGag that plays the classic "item picked up" sound of the classic games]][[/labelnote]]; and finally, certain areas have to be unlocked by accessing a security terminal.


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* The Crystal Keys make a return in a few levels in ''VideoGame/CurseCrackersForWhomTheBelleToils'', as well as regular keys which won't break but you will lose them if you die. Once you reach Grevenfel, you can buy a key from Elinore's shop to open any lock, but like with all items you can only have one at a time.
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* ''VideoGame/{{Observo}}'': The game, being a love letter to SurvivalHorror video games of the 2000s, is full of locked doors that need the corresponding key to unlock.
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* ''VideoGame/BramTheToymaker'': The house has its share of doors that are locked and need a key to open. Some of the doors are coloured a certain way, and will only unlock when the corresponding key's used in it.
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The examples aren't in alphabetical order so I don't know where to put it

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* Featured all over the place in ''VideoGame/{{Prodigal}}'', being a game that consists mostly of dungeons. In the post-game and NewGamePlus you can progress a bit faster by purchasing Normal Keys, but these can only get you so far because some places have Crystal Keys, which you have to move from one place to another without taking any damage at all or it will break (thankfully it respawns so you can keep trying), and [[BrutalBonusLevel Daemon's Dive]] has Divine Keys, which can only be found within that particular dungeon to stop you from relying on Normal Keys that were acquired elsewhere.


** ''VideoGame/{{Zork}}'' has the same goal.

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** %%* ''VideoGame/{{Zork}}'' has the same goal.

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Expanded an example


* ''VideoGame/ChipsChallenge'' is a prime example of this trope as well, with the player required to collect a certain number of chips each level to get through the gate to the exit.

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* ''VideoGame/ChipsChallenge'' is a prime example makes use of color-coded keys and doors in many ways for this trope as well, purpose, with the player being required to collect a certain number of chips each level to get through the gate to the exit.exit. Two examples in particular stand out:
** Level 135 (''Trust Me'') requires Chip to find one yellow key to open the yellow door blocking the exit. The problem is that, while there are multiple keys, many of them are either tied to deadly traps or simply inaccessible; as a result, he has to navigate through the whole level to figure out which is the right key to collect. There's a glitch in the Microsoft version that allows an earlier key to be grabbed without consequence to finish the level more quickly, though.
** Level 137 (''Goldkey'') features many yellow keys as well as many yellow doors. The catch here is that certain doors have to be opened in a particular order, as going through either a wrong path or a certain area too ahead of time will render the level UnwinnableByDesign, forcing the player to restart it.



** ''VideoGame/{{Riven}}'' has its infamous "Waffle Iron" puzzle which requires you to place up to six marbles with different colors somewhere in a 25x25 grid. The total amout of possible combinations is in the '''quadrillions'''. Knowing a few of the criteria reduces the number down to a "mere" ''93,850 trillion''.

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** * ''VideoGame/{{Riven}}'' has its infamous "Waffle Iron" puzzle which requires you to place up to six marbles with different colors somewhere in a 25x25 grid. The total amout of possible combinations is in the '''quadrillions'''. Knowing a few of the criteria reduces the number down to a "mere" ''93,850 trillion''.
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* ''VideoGame/HeavenDust'': Like any good SurvivalHorror game, this game is full of locked doors that require their designated key to open.
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* ''VideoGame/ThanksKillingDay'': There are a few doors that are locked and require a key to open in the game. These include [[spoiler:the key to the house, and the key to a fenced in area where the axe head is]].
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** ''VideoGame/Doom2016'' varies things up a bit by occasionally making the "key" you have to find [[BorrowedBiometricBypass a severed hand]] from one of the mangled corpses lying around.

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** ''VideoGame/Doom2016'' varies things up a bit by occasionally making the "key" you have to find [[BorrowedBiometricBypass a severed hand]] from one of the mangled corpses lying around. Or an entire torso.
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* Many puzzles in ''VideoGame/CragneManor'' involve finding keys to open boxes or doors. Sometimes they're for items in the same room, while other ones have to be brought across the game. Your backpack has a dedicated "key pocket" for storing them.
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* ''VideoGame/Madman2022'': There are locked doors in the hospital that will only open with the corresponding key card.
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* ''VideoGame/CastleOnTheCoast'': The main objective of the game appears to be collecting the four keystones to get into the main tower. In addition to that, there's a few locked coloured doors that need their corresponding keys to open.
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* ''VideoGame/{{Haak}}'': In the Sanho Ruins, there are plenty of locked doors that can only be opened by blue keycards.

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* ''VideoGame/{{Haak}}'': ''VideoGame/{{HAAK}}'': In the Sanho Ruins, there are plenty of locked doors that can only be opened by blue keycards.
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* ''VideoGame/{{Haak}}'': In the Sanho Ruins, there are plenty of locked doors that can only be opened by blue keycards.
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Crosswicking

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* ''VideoGame/MarioParty7'': The Bowser minigame Treasure Dome! has a solo player open five chests, one after another, and has only 30 seconds to do so. At the start of the minigame, the player grabs the key at the center and has to see which chest is opened with it, and that chest will have the key that opens one of the other four chests, then get the next key to see which of the remaining three chests opens up, and so on. The fifth chest opened guards the key that allows the player to open the exit door.
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* ''VideoGame/BloodBreed'': There are plenty of locked doors in the Killamoor Meat Works that the PlayerCharacter must find the key to.
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Up To Eleven is a defunct trope


** And then taken UpToEleven in ''VideoGame/{{Riven}}'', with its infamous "Waffle Iron" puzzle which requires you to place up to six marbles with different colors somewhere in a 25x25 grid. The total amout of possible combinations is in the '''quadrillions'''. Knowing a few of the criteria reduces the number down to a "mere" ''93,850 trillion''.

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** And then taken UpToEleven in ''VideoGame/{{Riven}}'', with ''VideoGame/{{Riven}}'' has its infamous "Waffle Iron" puzzle which requires you to place up to six marbles with different colors somewhere in a 25x25 grid. The total amout of possible combinations is in the '''quadrillions'''. Knowing a few of the criteria reduces the number down to a "mere" ''93,850 trillion''.
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* ''VideoGame/TheRadioStation'': You can't get into the titular radio station until you find the key.
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* A major mechanic in the ''[[Literature/TheReturnOfZaltec Zaltec]]'' [[Literature/ZaltecII series]] of gamebooks. The puzzles don't have an explicit "if you have item X, you may proceed" condition but rather the items are parts of visual puzzles that can only be solved once you've actually seen the item, thus preventing cheating (and serving as an actual puzzle).
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* ''VideoGame/NinjishGuyInLowResWorld'': There are some parts of the game that only open up if you grab the key.
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* ''VideoGame/ChipsChallenge'' is a prime example of this trope as well, with the player required to collect a certain number of chips each level to get through the gate to the exit.

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