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* ''VideoGame/Onryo2020'' has plenty of locked doors you need to find the key for.
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* ''VideoGame/MissingChildren'' has quite a few locks for which you need to find keys.
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* ''VideoGame/{{Pacify}}'': Multiple doors in the house are locked, and the keys are scattered all throughout said house.
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* ''VideoGame/SydneyHunterAndTheCurseOfTheMayan'' contains many examples of different-coloured skull doors that require the appropriately-coloured keys to unlock.
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* ''VideoGame/DeadCounty'': There will come times when the [[PlayerCharacter delivery guy]] needs to hunt down keys to unlock doors.
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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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* One of the quests in ''VideoGame/{{Withstand}}'' involves exploring a key card that you need to open a door.
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* Commonly used in the ''Literature/FightingFantasy'' series of Gamebooks. Most of the time gameplay would revolve around obtaining Item A to get Item B, then using Item B to get Item C and so on...
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* Locked doors and color-coded keys are present in the Domino Dungeon and Plizzanet levels of ''VideoGame/YoNoid2EnterTheVoid''. The puzzle is ''finding'' the keys.
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In its simplest form, the player must do nothing more than [[MacGuffinDeliveryService bring the relevant object to the right place]] in order to solve the puzzle. Games with a more sophisticated user interface will require that the player use the "key" in some way specific to the nature of the puzzle, though in unskilled hands, this can lead to a GuessTheVerb puzzle.

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In its simplest form, the player must do nothing more than [[MacGuffinDeliveryService bring the relevant object to the right place]] place in order to solve the puzzle. Games with a more sophisticated user interface will require that the player use the "key" in some way specific to the nature of the puzzle, though in unskilled hands, this can lead to a GuessTheVerb puzzle.
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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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* This was the closest thing there was to a puzzle in ''VideoGame/{{Doom}}''; there were three different keys (red, blue, and yellow, all three in "keycard" and "skull key" variants, but only one variant appeared per level), each of which opened matching-color doors within the same level. Which keys appeared (if any) depended on the level.
** Same with the earlier ''VideoGame/Wolfenstein3D'' and the later ''VideoGame/{{Quake}}'', both with gold and silver keys. Most of the mid-90's "Doom clones" like ''VideoGame/DukeNukem3D'', ''VideoGame/{{Dark Forces|Saga}}'', and ''VideoGame/{{Blood}}'' also copied this.

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* This was the ''VideoGame/{{Doom}}''
** The
closest thing there was is to a puzzle in ''VideoGame/{{Doom}}''; there were the classic games. There are three different keys (red, blue, and yellow, all three in "keycard" and "skull key" variants, but only one variant appeared appearing per level), each of which opened opens matching-color doors within the same level. Which keys appeared appear (if any) depended depends on the level.
** Same with
level, and the earlier format depend. Later on, fans cooked up source ports that allow the game to distinguish between key formats as well, so in [[GameMod custom WADs]], a man-made electronic keycard doesn't open.
** 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.
*
''VideoGame/Wolfenstein3D'' and the later ''VideoGame/{{Quake}}'', ''VideoGame/{{Quake}}'' both with have gold and silver keys. keys (also keycards and runekeys in the latter, depending on the level aesthetic). Most of the mid-90's "Doom "''Doom'' clones" like ''VideoGame/DukeNukem3D'', ''VideoGame/{{Dark Forces|Saga}}'', and ''VideoGame/{{Blood}}'' also copied this.this idea. ''Blood'' is noteworthy in that it features six different key types (dagger, eye, fire, moon, skull and spider), though levels rarely feature all of them at once.

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!!Examples

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!!Examples
!!Video Game Examples


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!!Non-Video Game Examples


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* In ''Webcomic/GirlGenius'' the fragmented AI of Castle Heterodyne tasks the prisoners trapped in it to work on repairs with tasks like this on occasion by locking them in a room or wing of the castle and not letting them out until that section is repaired. Due to the state of the castle, the fact that there is no way to get food to individuals trapped in this manner, and the fact that the castle just can't pass up the opportunity to murder its occupants in amusing ways this often leads to the deaths of all involved rather than any repairs and opened doors.
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** 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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The LockAndKeyPuzzle is one of the oldest and most common puzzle types across adventure games, especially InteractiveFiction. Its advantages include a tighter coupling with the model world than the SetPiecePuzzle. The setup is also easy to couple with plot developments, using the "key" as a PlotCoupon. The major disadvantage of this puzzle type is the possibility of CombinatorialExplosion.

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The LockAndKeyPuzzle is one of the oldest and most common puzzle types across adventure games, especially InteractiveFiction. Its advantages include a tighter coupling with the model world than the SetPiecePuzzle. The setup is also easy to couple with plot developments, using the "key" as a PlotCoupon. The major disadvantage disadvantages of this puzzle type is are, on one hand, the possibility of CombinatorialExplosion.
CombinatorialExplosion and, on the other hand, the possibility of ThisLooksLikeAJobForAquaman.
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* There are at least two puzzle like that in {{Spellforce}}. While not mandatory, they offer nice loot. They reappeared in the sequel, as well.

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* There are at least two puzzle like that in {{Spellforce}}.''VideoGame/{{Spellforce}}''. While not mandatory, they offer nice loot. They reappeared in the sequel, as well.
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* In ''VideoGame/TheElderScrollsIIIMorrowind'', there is an unmarked quest in the dungeons of Tel Fyr where the player would get a key and go looking through the tower and coprusarium for a series of chests that each contained some minor treasure and the next key in the line. Around the 8th chest, the treasures became very nice unique blunt weapons and the best Light Armor cuirass in the game.

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* In ''VideoGame/TheElderScrollsIIIMorrowind'', in the dungeons of Tel Fyr, there is an unmarked quest in the dungeons of Tel Fyr where the player would get a key and go looking through the tower and coprusarium for involving a series of chests that each contained locked chests. Each contains some minor treasure loot and a key for the next key in chest. Get to the line. Around the 8th chest, the treasures became very nice unique blunt final chest and you can walk away with a few legendary weapons and the best Light Armor cuirass in the game.game.
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* EternalDarkness has many of these puzzles. One notable example is the "Staff of Ra"-style puzzle where the character finds a rod and a lens, puts them together and places the staff on a pedestal. The sunlight (or whatever it is) coming from above focuses through the lens into a beam, which must be rotated to reveal reflective panels before finally unlocking the door.

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* EternalDarkness ''VideoGame/EternalDarkness'' has many of these puzzles. One notable example is the "Staff of Ra"-style puzzle where the character finds a rod and a lens, puts them together and places the staff on a pedestal. The sunlight (or whatever it is) coming from above focuses through the lens into a beam, which must be rotated to reveal reflective panels before finally unlocking the door.

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The archetype of this puzzle design is [[LockedDoor an actual physical lock]]. The player must retrieve the corresponding key from somewhere else in the world, and bring it to the door. Another very common form is a non-player character who performs a task which [[EventFlag alters the state of the game world]] when he is given the [[GiveMeYourInventoryItem proper payment]].

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The archetype of this puzzle design is [[LockedDoor an actual physical lock]]. The player must retrieve the corresponding key from somewhere else in the world, and bring it to the door. Another very common form is a non-player character who performs a task which [[EventFlag alters the state of the game world]] when he is given the [[GiveMeYourInventoryItem proper payment]].
payment]]. Another variant uses a combination lock or similar that requires a code, and the player has to determine the right answer from hints in in-game documents.


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* One of the stranger examples appears in ''Videogame/{{Doom}} RPG'', in which the 'lock' is a large database with a piece of vital information buried in it somewhere, and the 'key' is getting an NPC to loan you a Beginner's Guide to SQL so you can look up the right command. Regrettably, the limits of the game engine prevent players who already know the command they need from bypassing this.
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* The ancient [[http://en.wikipedia.org/wiki/TinyMUD TinyMUD]] had a wonderful in-game language for constructing new puzzles. As long as they were lock-and-key puzzles. That was the only type you could build.

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* The ancient [[http://en.''[[http://en.wikipedia.org/wiki/TinyMUD TinyMUD]] TinyMUD]]'' had a wonderful in-game language for constructing new puzzles. As long as they were lock-and-key puzzles. That was the only type you could build.



* The more plot-driven VideoGame/MysteryCaseFiles games all end with variations of this.

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* The more plot-driven VideoGame/MysteryCaseFiles ''VideoGame/MysteryCaseFiles'' games all end with variations of this.
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* The Stoneship Age in VideoGame/{{Myst}} has a literal one, besides the fireplace panel in the library with over '''280 trillion''' possible combinations.
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* In a rare non-VideoGame example, the 'Tomb and Trap' chapter of ''FanFic/VariousVytalVentures'' features an exercise to gather relics of seemingly odd shapes that are later revealed to fit together... and act as a key to the only exit.
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* Very common in ''VideoGame/TheCastlesOfDoctorCreep''. While not all the exit doors to the castles are locked with keys, all the castles require the collection and use of keys to proceed further in the level.
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* Randomly-generated ''VideoGame/AdventureConstructionSet'' games consisted of nothing else. All but one of the dungeons would contain a locked door with an NPC demanding a specific item. The remaining dungeon would have the item that starts off the chain.
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* In ''VideoGame/TheElderScrollsIIIMorrowind'', there is an unnamed quest in the dungeons of Tel Fyr where the player would get a key and go looking through the tower and coprusarium for a series of chests that each contained some minor treasure and the next key in the line. Around the 8th chest, the treasures became very nice unique blunt weapons.

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* In ''VideoGame/TheElderScrollsIIIMorrowind'', there is an unnamed unmarked quest in the dungeons of Tel Fyr where the player would get a key and go looking through the tower and coprusarium for a series of chests that each contained some minor treasure and the next key in the line. Around the 8th chest, the treasures became very nice unique blunt weapons.weapons and the best Light Armor cuirass in the game.
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* This one dates back to the dawn of Adventure: the goal of ''ColossalCave'' is to deliver the various treasures in the game to a treasure room.

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* This one dates back to the dawn of Adventure: the goal of ''ColossalCave'' ''VideoGame/ColossalCave'' is to deliver the various treasures in the game to a treasure room.



* The NES game ''CastleQuest'' was one gigantic version of this.

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* The NES game ''CastleQuest'' ''VideoGame/{{Castlequest}}'' was one gigantic version of this.



* In the first Megaman Legends game, you had to find starter keys hidden in dungeons in order to drop the shield that housed the refractor. In the second to last dungeon you had to find ID cards.
* This was the closest thing there was to a puzzle in ''VideoGame/{{Doom}}''; there were three different keys (red, blue, and yellow), each of which opened matching-color doors within the same level. Which keys appeared (if any) depended on the level.
** Same with ''VideoGame/{{Quake}}'' and the gold/silver keys.

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* In the first Megaman Legends ''VideoGame/MegamanLegends'' game, you had to find starter keys hidden in dungeons in order to drop the shield that housed the refractor. In the second to last dungeon you had to find ID cards.
* This was the closest thing there was to a puzzle in ''VideoGame/{{Doom}}''; there were three different keys (red, blue, and yellow), yellow, all three in "keycard" and "skull key" variants, but only one variant appeared per level), each of which opened matching-color doors within the same level. Which keys appeared (if any) depended on the level.
** Same with ''VideoGame/{{Quake}}'' the earlier ''VideoGame/Wolfenstein3D'' and the gold/silver keys.later ''VideoGame/{{Quake}}'', both with gold and silver keys. Most of the mid-90's "Doom clones" like ''VideoGame/DukeNukem3D'', ''VideoGame/{{Dark Forces|Saga}}'', and ''VideoGame/{{Blood}}'' also copied this.



* LetsPlay/{{Raocow}} refers to these as "item babysitting" in ''VideoGame/SuperMarioWorld'' ROM hacks: finding a key and bringing it back to a lock you passed, finding a springboard and bringing it back to a high jump you passed, etc. He's not particularly fond of these puzzles, but it's about all the complexity and nonlinearity one can manage in the ''VideoGame/SuperMarioWorld'' engine.

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* LetsPlay/{{Raocow}} refers to these as "item babysitting" in ''VideoGame/SuperMarioWorld'' ROM hacks: finding a key and bringing it back to a lock you passed, finding a springboard and bringing it back to a high jump you passed, etc. He's not particularly fond of these puzzles, but it's about all the complexity and nonlinearity one can manage in the ''VideoGame/SuperMarioWorld'' ''Super Mario World'' engine.



* ''Franchise/{{Pokemon}}'' has at least two of these. In ''VideoGame/PokemonRedAndBlue'' and Yellow, plus ''VideoGame/PokemonFireRedAndLeafGreen'', you have to find the key card for the Team Rocket hideout to get through it. In ''VideoGame/PokemonDiamondAndPearl'' and Platinum, the key card is needed for the Team Galactic building.
* ManiacMansion is all over this. Finding all the keys (including keycodes), figuring out which lock they open, and getting things from the locked rooms comprises most of the game-solving puzzles

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* ''Franchise/{{Pokemon}}'' has at least two of these. In ''VideoGame/PokemonRedAndBlue'' and Yellow, plus ''VideoGame/PokemonFireRedAndLeafGreen'', ''[[VideoGameRemake FireRed and LeafGreen]]'', you have to find the key card for the Team Rocket hideout to get through it. In ''VideoGame/PokemonDiamondAndPearl'' and Platinum, the key card is needed for the Team Galactic building.
* ManiacMansion ''VideoGame/ManiacMansion'' is all over this. Finding all the keys (including keycodes), figuring out which lock they open, and getting things from the locked rooms comprises most of the game-solving puzzles
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* ManiacMansion is all over this. Finding all the keys (including keycodes), figuring out which lock they open, and getting things from the locked rooms comprises most of the game-solving puzzles
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minor edit - namespace


* The more plot-driven MysteryCaseFiles games all end with variations of this.

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* The more plot-driven MysteryCaseFiles VideoGame/MysteryCaseFiles games all end with variations of this.
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* {{Raocow}} refers to these as "item babysitting" in VideoGame/SuperMarioWorld ROM hacks: finding a key and bringing it back to a lock you passed, finding a springboard and bringing it back to a high jump you passed, etc. He's not particularly fond of these puzzles, but it's about all the complexity and nonlinearity one can manage in the VideoGame/SuperMarioWorld engine.

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* {{Raocow}} LetsPlay/{{Raocow}} refers to these as "item babysitting" in VideoGame/SuperMarioWorld ''VideoGame/SuperMarioWorld'' ROM hacks: finding a key and bringing it back to a lock you passed, finding a springboard and bringing it back to a high jump you passed, etc. He's not particularly fond of these puzzles, but it's about all the complexity and nonlinearity one can manage in the VideoGame/SuperMarioWorld ''VideoGame/SuperMarioWorld'' engine.

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