History Main / LockedDoor

12th Mar '16 7:32:32 PM MyFinalEdits
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* In ''Franchise/TheLegendOfZelda'' series, ''every'' dungeon (except the first three of ''VideoGame/TheLegendOfZeldaOcarinaOfTime'') has several doors which can be locked by [[InterchangeableAntimatterKeys any one of several keys]]. There is also generally a "Boss Key" leading to the room which will contain the BossBattle.
** And how often have you been in a room with doors that cannot open until all monsters in the room are dead? Or, for that matter, rooms where the doors don't open until we locate the gerbil that escaped, or the door that refuses to open unless all the torches in said room are lit...
** From the Master Quest version of OoT, cow-shooting. Yes. Shoot a cow (-shaped switch), open a door.
** Searched everywhere for that key in the Forest Temple in ''Ocarina''? Yup, it's in the most obvious place, involving walking back to the courtyard right inside the entrance, climbing a tree, jumping to another tree, and opening a treasure chest... Which of course begs the question of why keys are inside of treasure chests.
** ''VideoGame/TheLegendOfZeldaPhantomHourglass'' parodies this a bit: the "Boss Key" is so huge that it actually slows Link down as he has to lug it all the way to the door.
** Not to mention doors in some of the towns that are always locked and you'll never be able to get into. This mostly happens in the N64 games.
*** Oddly enough, in Castle Town of ''Ocarina Of Time'', during the day, one of the doors in the back alley is locked. At night, it's open, and you can enter, but no one is home. If you want to talk to the person that's there, you have to go inside at night, play the Sun Song, and then the guy is there. The worst part? He doesn't have anything important to say.
* ''VideoGame/{{Killer7}}'' has its share of locked doors, but no keys or alternate routes. The trick? One of the playable characters (which you can freely switch between) is a thief.

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* In ''Franchise/TheLegendOfZelda'' series, ''every'' series:
** ''Every''
dungeon (except the first three of ''VideoGame/TheLegendOfZeldaOcarinaOfTime'') has several doors which can be locked by [[InterchangeableAntimatterKeys any one of several keys]]. There is also generally a "Boss Key" leading to the room which will contain the BossBattle.
**
BossBattle. And how often have you been in a room with doors that cannot open until all monsters in ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' and ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]'', the room are dead? Or, for that matter, rooms where the doors don't open until we locate the gerbil that escaped, or the door that refuses to open unless all the torches in said room are lit...
** From the Master Quest version of OoT, cow-shooting. Yes. Shoot a cow (-shaped switch), open a door.
** Searched everywhere for that key in the Forest Temple in ''Ocarina''? Yup, it's in the most obvious place, involving walking back to the courtyard right inside the entrance, climbing a tree, jumping to another tree, and opening a treasure chest... Which of course begs the question of why keys are inside of treasure chests.
** ''VideoGame/TheLegendOfZeldaPhantomHourglass'' parodies this a bit: the "Boss Key"
Boss Key is so huge that it actually slows Link down as he has to lug it all the way to the door.
** Not to mention There are doors in some of the towns that are always locked and you'll never be able to get into. This mostly happens in the N64 games.
***
games. Oddly enough, in Castle Town of ''Ocarina Of Time'', during the day, one of the doors in the back alley is locked. At night, it's open, and you can enter, but no one is home. If you want to talk to the person that's there, you have to go inside at night, play the Sun Song, and then the guy is there. The worst part? He doesn't have anything important to say.
* ''VideoGame/{{Killer7}}'' has its share of locked doors, but no keys or alternate routes. The trick? One of the playable characters (which you can freely switch between) between), Coyote Smith, is a thief.thief who knows how to open locked doors without keys.
24th Dec '15 3:22:42 AM eroock
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->''You need a Level 13 Quest Key to open this flimsy wooden door. Would you rather just kick it open? I mean, I really don't see why you should have to go try and fight that giant dragon and shit when you could just open it with your hands. The wood is really decomposed. But it's your choice, chief. The last two guys decided they wanted to try and get the key. Where are they now? Fucking dead.''
-->--[[http://cdn-www.cracked.com/phpimages/photoshop/1/2/1/3121_slide.jpg?v=1 This picture]], from Website/{{Cracked}}.com

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->''You ->''"You need a Level 13 Quest Key to open this flimsy wooden door. Would you rather just kick it open? I mean, I really don't see why you should have to go try and fight that giant dragon and shit when you could just open it with your hands. The wood is really decomposed. But it's your choice, chief. The last two guys decided they wanted to try and get the key. Where are they now? Fucking dead.''
-->--[[http://cdn-www.
"''
-->-- [[http://cdn-www.
cracked.com/phpimages/photoshop/1/2/1/3121_slide.jpg?v=1 This picture]], from Website/{{Cracked}}.com
11th Nov '15 2:57:46 AM GravityBone
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Added DiffLines:

* Podcast/DiceFunk: The party spends an inordinate amount of time trying to get through the service entrance of the Pickman Academy.
-->'''Austin:''' Foiled by a door!
8th Sep '15 6:04:29 PM Prfnoff
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* Though not very door-like, the Barrier Glyphs in ''EccoTheDolphin'' fill the same function. It's also a somewhat cheeky example, since there's clearly enough space around any given crystal for Ecco to squeeze through. There's a tool-assisted speedrun of the first game out there wherein the player actually manages this. Repeatedly.

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* Though not very door-like, the Barrier Glyphs in ''EccoTheDolphin'' ''VideoGame/EccoTheDolphin'' fill the same function. It's also a somewhat cheeky example, since there's clearly enough space around any given crystal for Ecco to squeeze through. There's a tool-assisted speedrun of the first game out there wherein the player actually manages this. Repeatedly.



* ''Shivers'' was set in a museum, all of whose doors were controlled by nearby logic puzzles. In context, this was not entirely unreasonable, as the setting was meant to be a sort of puzzle theme-park. The sequel, however, is set in a ''town'' where almost every door is similarly locked. The player even encounters a diary with an entry deriding a "newfangled lock" (that is, the kind that actually uses a ''key'').
* Parodied and [[DefiedTrope defied]] in ''DiscworldII''. Rincewind, upon encountering a locked door, launches into a tirade about how he'll be expected to go on a series of {{Fetch Quest}}s to persuade a character to give him the key, and eventually demands that the bearer of the key just hands it over to him. He does, only for it to be revealed that the locked door was on a false wall around which Rincewind could simply have walked.

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* ''Shivers'' ''VideoGame/{{Shivers}}'' was set in a museum, all of whose doors were controlled by nearby logic puzzles. In context, this was not entirely unreasonable, as the setting was meant to be a sort of puzzle theme-park. The sequel, however, is set in a ''town'' where almost every door is similarly locked. The player even encounters a diary with an entry deriding a "newfangled lock" (that is, the kind that actually uses a ''key'').
* Parodied and [[DefiedTrope defied]] in ''DiscworldII''.''VideoGame/DiscworldII''. Rincewind, upon encountering a locked door, launches into a tirade about how he'll be expected to go on a series of {{Fetch Quest}}s to persuade a character to give him the key, and eventually demands that the bearer of the key just hands it over to him. He does, only for it to be revealed that the locked door was on a false wall around which Rincewind could simply have walked.



* Subverted in the hybrid FPS/driving game ''Redline'', where doors generally aren't an issue as the whole game takes place in a post-apocalyptic wasteland. At one point, though, while infiltrating an enemy base you come across a locked door. Instead of wasting time searching for a key, MissionControl just tells you to blast it down with a rocket launcher.

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* Subverted in the hybrid FPS/driving game ''Redline'', ''VideoGame/{{Redline}}'', where doors generally aren't an issue as the whole game takes place in a post-apocalyptic wasteland. At one point, though, while infiltrating an enemy base you come across a locked door. Instead of wasting time searching for a key, MissionControl just tells you to blast it down with a rocket launcher.



* In ''VideoGame/{{Diablo}} II'', while not necessary to the plot, locked chests required generic keys to be open. The hero, despite having the strength to vanquish the three prime evils, is incapable of opening these chests without a key. (Unless they're an Assassin.)
* ''VideoGame/{{Fable}}'' gets worse about this with every game. In ''Fable I'', only large doors were impossible to bash open and even those could often be picked. In ''Fable II'', the stealthy option is eliminated, but they can still be forcefully bashed open. In ''Fable III'', your monster-killing, nigh invincible hero must politely knock and hope for a response.

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* In ''VideoGame/{{Diablo}} II'', ''VideoGame/DiabloII'', while not necessary to the plot, locked chests required generic keys to be open. The hero, despite having the strength to vanquish the three prime evils, is incapable of opening these chests without a key. (Unless they're an Assassin.)
* ''VideoGame/{{Fable}}'' gets worse about this with every game. In ''Fable I'', ''VideoGame/FableI'', only large doors were impossible to bash open and even those could often be picked. In ''Fable II'', ''VideoGame/FableII'', the stealthy option is eliminated, but they can still be forcefully bashed open. In ''Fable III'', ''VideoGame/FableIII'', your monster-killing, nigh invincible hero must politely knock and hope for a response.



* Unlocking a series of these is a major part of the Dungeoneering skill in ''RuneScape''. Some doors will only be unlocked by a specific colour ''and'' shape of key, some require a skill to "unlock", some require puzzles to be solved and others necessitate the slaughter of every living non-PC thing in the room. It is a very rare door in Daemonheim that isn't looked in some way, shape or form.

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* Unlocking a series of these is a major part of the Dungeoneering skill in ''RuneScape''.''VideoGame/RuneScape''. Some doors will only be unlocked by a specific colour ''and'' shape of key, some require a skill to "unlock", some require puzzles to be solved and others necessitate the slaughter of every living non-PC thing in the room. It is a very rare door in Daemonheim that isn't looked in some way, shape or form.



* In ''BillyHatcherAndTheGiantEgg'', you're going to find a few [[LockedDoor Locked Doors/Gates]] in almost every mission of the game. However they're not as bad as other examples, as they're generally opened by either hitting a nearby switch, defeating all of the nearby enemies, or (in a few rare cases) using a Rabbish to activate a pair of lights by the door.

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* In ''BillyHatcherAndTheGiantEgg'', ''VideoGame/BillyHatcherAndTheGiantEgg'', you're going to find a few [[LockedDoor Locked Doors/Gates]] in almost every mission of the game. However they're not as bad as other examples, as they're generally opened by either hitting a nearby switch, defeating all of the nearby enemies, or (in a few rare cases) using a Rabbish to activate a pair of lights by the door.



* In ''UltimaVI'' one could blow up even plot relevant doors with a powder keg, unless they were magically locked which merely required an "unlock" spell. Interestingly, even with non-pickable key-specific locks; one could cast the "lock" spell and then the "unlock" spell to open them without destroying them or hunting down the key.

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* In ''UltimaVI'' ''VideoGame/UltimaVI'' one could blow up even plot relevant doors with a powder keg, unless they were magically locked which merely required an "unlock" spell. Interestingly, even with non-pickable key-specific locks; one could cast the "lock" spell and then the "unlock" spell to open them without destroying them or hunting down the key.



* In the ''{{Avernum}}'' series almost all locked doors could be picked open, naturally or magically, or bashed open. Some, however, required a lever/switch/button to be pushed/pulled, or a special item to be unlocked. The levers were usually in a place that makes sense, close to the door with easy access for those who should be there, but hard to get to if you shouldn't be.

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* In the ''{{Avernum}}'' ''VideoGame/{{Avernum}}'' series almost all locked doors could be picked open, naturally or magically, or bashed open. Some, however, required a lever/switch/button to be pushed/pulled, or a special item to be unlocked. The levers were usually in a place that makes sense, close to the door with easy access for those who should be there, but hard to get to if you shouldn't be.



* In ''StarWars KnightsOfTheOldRepublic'' and its sequel characters can both pick locks and use weapons to bash the lock of a door open. However, there are ''still'' some doors that cannot be opened in either way, such as the entrance to the Black Vulkar base on Taris, resulting in a long tedious sidequest involving a Twi'lek and her Wookie friend.

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* In ''StarWars KnightsOfTheOldRepublic'' ''VideoGame/KnightsOfTheOldRepublic'' and [[VideoGame/KnightsOfTheOldRepublicIITheSithLords its sequel sequel]], characters can both pick locks and use weapons to bash the lock of a door open. However, there are ''still'' some doors that cannot be opened in either way, such as the entrance to the Black Vulkar base on Taris, resulting in a long tedious sidequest involving a Twi'lek and her Wookie friend.



* In ''{{Arcanum}}'' lockpicks and lockpicking spells work on most doors (and chests). Sledgehammers or axes are also effective for characters with high strength, and tech-savvy characters
* In ''LandsOfLore: The Throne of Chaos'', most locked doors require a key to get through. However, there are some that can be lock-picked open if your Rogue skill is high enough. Similar to the Silent Hill example above, if "you failed to pick the lock", you can always try again; if "there is no way to pick this lock", you need a key. There are even a few areas in the game where you're required to break through walls to proceed. Also, treasure chests can be bashed open with a weapon, but doors can't.
* All locked doors in ''TalesOfTheWorld: Narikiri Dungeon 3'' can be opened by using a Lockpick Set item or by the main characters in a Thief costume.

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* In ''{{Arcanum}}'' ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' lockpicks and lockpicking spells work on most doors (and chests). Sledgehammers or axes are also effective for characters with high strength, and tech-savvy characters
* In ''LandsOfLore: ''VideoGame/LandsOfLore: The Throne of Chaos'', most locked doors require a key to get through. However, there are some that can be lock-picked open if your Rogue skill is high enough. Similar to the Silent Hill example above, if "you failed to pick the lock", you can always try again; if "there is no way to pick this lock", you need a key. There are even a few areas in the game where you're required to break through walls to proceed. Also, treasure chests can be bashed open with a weapon, but doors can't.
* All locked doors in ''TalesOfTheWorld: ''VideoGame/TalesOfTheWorld: Narikiri Dungeon 3'' can be opened by using a Lockpick Set item or by the main characters in a Thief costume.



* ''EccoTheDolphin'' had a variant where Ecco had to find the glyph with the correct song, which he would then have to go and sing to the barrier glyph so it would fall away and he could pass. The annoying part was, screw up or have to backtrack for some reason, and the dang glyph would re-appear.

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* ''EccoTheDolphin'' ''VideoGame/EccoTheDolphin'' had a variant where Ecco had to find the glyph with the correct song, which he would then have to go and sing to the barrier glyph so it would fall away and he could pass. The annoying part was, screw up or have to backtrack for some reason, and the dang glyph would re-appear.



* In ''SplinterCell'', while many locks can be picked or forced, there are some doors which won't open because they are "jammed".

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* In ''SplinterCell'', ''VideoGame/SplinterCell'', while many locks can be picked or forced, there are some doors which won't open because they are "jammed".



* Since ''RedFaction'' allows you to destroy the walls, if you see a locked door, you can just blow a hole around the door and bypass it. In one scene, you are instructed to do so, but if you have trouble getting past it, the ReverseMole will unlock the door for you. In practice the big complaint levelled at the game was that so many doors, floors, and office cubicles were made of magic stuff that's immune to your earth-shaking rocket launchers, to ensure that the player couldn't break the key-fetch procedure or run away from a boss fight.
* Inverted in ''MDK''. Instead of flimsy locked doors that can't be blown open, even though you're armed with nuclear weapons, you'll find twenty-foot-tall, two-foot-thick steel monstrosities that can ONLY be opened with nuclear weapons.

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* Since ''RedFaction'' ''VideoGame/RedFaction'' allows you to destroy the walls, if you see a locked door, you can just blow a hole around the door and bypass it. In one scene, you are instructed to do so, but if you have trouble getting past it, the ReverseMole will unlock the door for you. In practice the big complaint levelled at the game was that so many doors, floors, and office cubicles were made of magic stuff that's immune to your earth-shaking rocket launchers, to ensure that the player couldn't break the key-fetch procedure or run away from a boss fight.
* Inverted in ''MDK''.''VideoGame/{{MDK}}''. Instead of flimsy locked doors that can't be blown open, even though you're armed with nuclear weapons, you'll find twenty-foot-tall, two-foot-thick steel monstrosities that can ONLY be opened with nuclear weapons.
6th Sep '15 7:38:54 PM nombretomado
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* Anyone who has played ''NeverwinterNights'' knows the dread phrase. Interestingly, one of the doors ''did'' have the key under the mat. You could literally open the door within a second of picking it up.

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* Anyone who has played ''NeverwinterNights'' ''VideoGame/NeverwinterNights'' knows the dread phrase. Interestingly, one of the doors ''did'' have the key under the mat. You could literally open the door within a second of picking it up.
3rd Jun '15 7:05:40 AM MacronNotes
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* ''JaggedAlliance 2'' has a number of locked doors, sometimes leading to important objectives but morte often just barring access to useful loot. The keys can occasionally be found in the possession of dead enemies, but more often than not you're going to have to force it with a crowbar (heavy, takes up inventory space), lockpick kit (better hope you've got a team member with relevant skills) or if all else fails explosives (expensive to ship in and hard to find). You could also attempt to ShootTheLockOff, but this rarely if ever actually worked. The v1.13 mod makes this process a bit less painful by adding a combat knife that doubles as a crowbar and a multi-tool that can be used for lockpicking, both of which are smaller and lighter than their vanilla counterparts, and [[http://en.wikipedia.org/wiki/Hatton_round specialist door-breaching ammunition]] for shotguns that can OneHitKO any mechanical lock.

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* ''JaggedAlliance ''VideoGame/JaggedAlliance 2'' has a number of locked doors, sometimes leading to important objectives but morte often just barring access to useful loot. The keys can occasionally be found in the possession of dead enemies, but more often than not you're going to have to force it with a crowbar (heavy, takes up inventory space), lockpick kit (better hope you've got a team member with relevant skills) or if all else fails explosives (expensive to ship in and hard to find). You could also attempt to ShootTheLockOff, but this rarely if ever actually worked. The v1.13 mod makes this process a bit less painful by adding a combat knife that doubles as a crowbar and a multi-tool that can be used for lockpicking, both of which are smaller and lighter than their vanilla counterparts, and [[http://en.wikipedia.org/wiki/Hatton_round specialist door-breaching ammunition]] for shotguns that can OneHitKO any mechanical lock.
6th May '15 6:39:02 PM nombretomado
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* In ''CityOfHeroes'' there are -- ''incredibly'' rarely -- locked doors during instanced missions, where the player needs to defeat a specific random enemy to receive the key. Most people tend to defeat every enemy they see anyway, so it's not really a problem.

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* In ''CityOfHeroes'' ''VideoGame/CityOfHeroes'' there are -- ''incredibly'' rarely -- locked doors during instanced missions, where the player needs to defeat a specific random enemy to receive the key. Most people tend to defeat every enemy they see anyway, so it's not really a problem.
24th Apr '15 8:57:22 AM Prfnoff
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->''You need a Level 13 Quest Key to open this flimsy wooden door. Would you rather just kick it open? I mean, I really don't see why you should have to go try and fight that giant dragon and shit when you could just open it with your hands. The wood is really decomposed. But it's your choice, chief. The last two guys decided they wanted to try and get the key. Where are they now? Fucking dead.''
-->--[[http://cdn-www.cracked.com/phpimages/photoshop/1/2/1/3121_slide.jpg?v=1 This picture, from Cracked.com]]

to:

->''You need a Level 13 Quest Key to open this flimsy wooden door. Would you rather just kick it open? I mean, I really don't see why you should have to go try and fight that giant dragon and shit when you could just open it with your hands. The wood is really decomposed. But it's your choice, chief. The last two guys decided they wanted to try and get the key. Where are they now? Fucking dead.''
-->--[[http://cdn-www.cracked.com/phpimages/photoshop/1/2/1/3121_slide.jpg?v=1 This picture, picture]], from Cracked.com]]
Website/{{Cracked}}.com



* ''{{Killer7}}'' has its share of locked doors, but no keys or alternate routes. The trick? One of the playable characters (which you can freely switch between) is a thief.

to:

* ''{{Killer7}}'' ''VideoGame/{{Killer7}}'' has its share of locked doors, but no keys or alternate routes. The trick? One of the playable characters (which you can freely switch between) is a thief.



* In ''{{Evolva}}'', starting from level 7, you'll need to find some coloured disks (either lying on the ground or dropped by enemies) that serve to open the doors with a circle on its top of the same colour.

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* In ''{{Evolva}}'', ''VideoGame/{{Evolva}}'', starting from level 7, you'll need to find some coloured disks (either lying on the ground or dropped by enemies) that serve to open the doors with a circle on its top of the same colour.
29th Mar '15 12:19:14 PM SpaghettiBoy
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Added DiffLines:

* Present in the ''VideoGame/NancyDrew'' video games. Nancy usually encounters at least one door and when trying to open it, says "It's locked". The deadpan way she delivered the line in (as well as how easy it was to trigger it multiple times by mistake) was made into an AscendedMeme with later games having in-game advertisements for devices to unlock doors and Nancy always delivering the famous "It's locked" line.
23rd Mar '15 3:53:32 PM nombretomado
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* The ''FireEmblem'' series has locked doors in nearly every game. Typically, a key is required to open them, but in most games a thief can open doors without the need for keys (In some games they require a lockpick to do this, but most of the time thieves can do it without needing any items at all). Sometimes doors will open on their own due to events, and sometimes enemies or [=NPCs=] will open doors by themselves. [[FireEmblemTellius Path of Radiance and Radiant Dawn]] also allowed you to bash doors down with your weapons, but this could take several turns depending on how much HP the door had.

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* The ''FireEmblem'' series has locked doors in nearly every game. Typically, a key is required to open them, but in most games a thief can open doors without the need for keys (In some games they require a lockpick to do this, but most of the time thieves can do it without needing any items at all). Sometimes doors will open on their own due to events, and sometimes enemies or [=NPCs=] will open doors by themselves. [[FireEmblemTellius [[VideoGame/FireEmblemTellius Path of Radiance and Radiant Dawn]] also allowed you to bash doors down with your weapons, but this could take several turns depending on how much HP the door had.
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