History Main / LockedDoor

25th Jan '17 5:22:25 PM zachmartinez
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* In the ''Silent Cartographer'' mission in ''VideoGame/HaloCombatEvolved'', the Covenant stop you from entering the map room [[MundaneSolution by simply locking the doors.]]
25th Oct '16 11:04:52 AM Ragitsu
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** In ''VideoGame/ResidentEvil4'', padlocks can be removed with a swing of the knife and most fences can be jumped over, an exception being a certain InsurmountableWaistHeightFence with a Locked Gate.

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** * In ''VideoGame/ResidentEvil4'', padlocks can be removed with a swing of the knife and most fences can be jumped over, an exception being a certain InsurmountableWaistHeightFence with a Locked Gate.
25th Oct '16 11:04:24 AM Ragitsu
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** In ''VideoGame/ResidentEvil4'', padlocks can be removed with a swing of the knife and most fences can be jumped over, an exception being a certain InsurmountableWaistHeightFence with a Locked Gate.


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** In ''VideoGame/ResidentEvil4'', padlocks can be removed with a swing of the knife and most fences can be jumped over, an exception being a certain InsurmountableWaistHeightFence with a Locked Gate.
12th Oct '16 3:17:30 PM Shishkahuben
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If the key is a PlotCoupon, you've got a BrokenBridge. If the key is actually present, but TheKeyIsBehindTheLock, the PaperKeyRetrievalTrick may be called for.

Compare SolveTheSoupCans. May require the attention of a MasterOfUnlocking, but if even ''he'' can't get past it without the key then you've got a PlotLock. Subtrope of LockAndKeyPuzzle.

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If the key is a PlotCoupon, you've got a BrokenBridge. If the key is actually present, but TheKeyIsBehindTheLock, the PaperKeyRetrievalTrick may be called for.

for. If the key isn't physical, but instead linked to defeating all the enemies in a room, it's an InescapableAmbush.

Compare SolveTheSoupCans. May require the attention of a MasterOfUnlocking, but if even ''he'' can't get past it without the key then you've got a PlotLock. Subtrope of LockAndKeyPuzzle.
LockAndKeyPuzzle.
10th Oct '16 4:42:17 PM MyFinalEdits
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* Doors in ''VideoGame/JetForceGemini'' are usually locked in one of the following three ways: By the life force of all the Drones and Airborne Squadrons that have to be dispatched beforehand, by requiring a key (in this case, a colored electronic card that matches the color of the seal that acts like the door's lock), or by requiring a specific item that is exclusive in access and use to one of the playable characters (a crowbar so Juno can enter the trap doors, a traditional key so Vela can open the door that leads to a mine in Rith Essa, a pair of googles so Lupus can open a door that leads to a very dark room, or simply the presence of Floyd so he can allow the current character to open a door leading to a minigame dedicated to Floyd himself).

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* Doors in ''VideoGame/JetForceGemini'' are usually locked in one of the following three ways: By the life force of all the Drones and Airborne Squadrons that have to be dispatched beforehand, by requiring a key (in this case, a colored electronic card that matches the color of the seal that acts like the door's lock), or by requiring a specific item that is exclusive in access and use to one of the playable characters (a crowbar so Juno can enter the trap doors, a traditional key so Vela can open the door that leads to a mine in Rith Essa, a pair of googles goggles so Lupus can open a door that leads to a very dark room, or simply the presence of Floyd so he can allow the current character to open a door leading to a minigame dedicated to Floyd himself).
21st Sep '16 5:45:50 PM MyFinalEdits
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** ''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 in ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' and ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]'', the Boss Key is so huge that it actually slows Link down as he has to lug it all the way to the door.

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** ''Every'' dungeon (except The majority of the first three of ''VideoGame/TheLegendOfZeldaOcarinaOfTime'') has dungeons in the series have 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 in ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'' and ''[[VideoGame/TheLegendOfZeldaSpiritTracks Spirit Tracks]]'', the Boss Key is so huge that it actually slows Link down as he has to lug it all the way to the door.



* ''VideoGame/HalfLife'' tended to [[LampshadeHanging hang a lampshade]] on the second variety by mentioning a backstory in which protagonist Gordon Freeman and Barney Calhoun usually competed for who could find the most interesting way to retrieve Dr. Kleiner's keys when he locked himself out of his office in ''VideoGame/HalfLife2''. It also had the former category as well, with some doors locked with retinal scanners Freeman himself isn't cleared for.
** Parodied brilliantly (along with the InsurmountableWaistHeightFence) in ''[[http://www.screencuisine.net/hlcomic/index.php?date=2006-07-17 Concerned]]''.
*** 'White picket fence' (and 'tuft of grass') being, of course, a reference to [[EverythingTryingToKillYou Smurf Rescue]].
** However, while doors are indestructible, tiny padlocks ''can'' be shot or bashed.

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* ''VideoGame/HalfLife'' tended ''VideoGame/HalfLife'':
** The game tends
to [[LampshadeHanging hang a lampshade]] on the second variety by mentioning a backstory in which protagonist Gordon Freeman and Barney Calhoun usually competed for who could find the most interesting way to retrieve Dr. Kleiner's keys when he locked himself out of his office in ''VideoGame/HalfLife2''. It also had has the former category as well, with some doors locked with retinal scanners Freeman himself isn't cleared for.
for. However, while doors are indestructible, tiny padlocks ''can'' be shot or bashed.
** Parodied brilliantly (along with the InsurmountableWaistHeightFence) in ''[[http://www.screencuisine.net/hlcomic/index.php?date=2006-07-17 Concerned]]''.
***
Concerned]]''. 'White picket fence' (and 'tuft of grass') being, of course, a reference to [[EverythingTryingToKillYou Smurf Rescue]].
** However, while doors are indestructible, tiny padlocks ''can'' be shot or bashed.
Rescue]].



* ''VideoGame/DeusEx'': Many locked doors have a strength value along with a lock value. Strength value determines how much punishment they can take before breaking, whereas lock value determines how many lockpicks you'll need to open the door. You could also just find the key to the door to open it as well. There are some doors that are unpickable and indestructible, and require a key to open, or for the player to find an alternate route.

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* ''VideoGame/DeusEx'': ''VideoGame/DeusEx'':
**
Many locked doors in the original game have a strength value along with a lock value. Strength value determines how much punishment they can take before breaking, whereas lock value determines how many lockpicks you'll need to open the door. You could also just find the key to the door to open it as well. There are some doors that are unpickable and indestructible, and require a key to open, or for the player to find an alternate route.



* ''Franchise/StarWars: VideoGame/JediKnightJediAcademy'': at one point, when faced with a LockedDoor, Kyle Katarn, who hastarred in this sort of game before, [[LampshadeHanging snidely comments]] to the player character, "They always lock the doors. You'd think they'd've learned by now." and later, "The console for opening the door is probably hidden in some room twelve floors up ... how does ''that'' make sense?"
** He also says in the tutorial level that "When you're out on a mission and you find a locked door, [[GenreSavvy look for the guy in charge. He usually has a key.]]"
** In ''VideoGame/JediKnightDarkForcesII'', there is a locked door that Kyle cannot open at all, even with a lightsaber. But a random citizen of the town comes out of the door. If timed right, it is possible to get into the house when the door is opened, [[spoiler:leading to a room where Max from ''Sam and Max'' can be found hanging out holding a blaster. If attacked, Max will go beserk and chase Kyle endlessly firing the blaster like crazy.]]
* Lampshade Hanged in ''VideoGame/SeriousSam'' and ''Serious Sam 2''. NETRICSA sometimes makes references to this.
** In ''Serious Sam 2'', Sam, after encountering another locked door and after NETRICSA's announcement of that, says "If I had a dime for every key I found.".

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* ''Franchise/StarWars: VideoGame/JediKnightJediAcademy'': at one point, when faced with a LockedDoor, Kyle Katarn, who hastarred in this sort of game before, [[LampshadeHanging snidely comments]] to the player character, "They always lock the doors. You'd think they'd've learned by now." and later, "The console for opening the door is probably hidden in some room twelve floors up ... how does ''that'' make sense?"
**
sense?" He also says in the tutorial level that "When you're out on a mission and you find a locked door, [[GenreSavvy look for the guy in charge. He usually has a key.]]"
** * In ''VideoGame/JediKnightDarkForcesII'', there is a locked door that Kyle cannot open at all, even with a lightsaber. But a random citizen of the town comes out of the door. If timed right, it is possible to get into the house when the door is opened, [[spoiler:leading to a room where Max from ''Sam and Max'' can be found hanging out holding a blaster. If attacked, Max will go beserk and chase Kyle endlessly firing the blaster like crazy.]]
* Lampshade Hanged in ''VideoGame/SeriousSam'' and ''Serious Sam 2''. NETRICSA sometimes makes references to this.
** In
this. Also in ''Serious Sam 2'', Sam, after encountering another locked door and after NETRICSA's announcement of that, says "If I had a dime for every key I found.".



* ''VideoGame/PAYDAYTheHeist'' has a few doors that can only be opened with a key or key card. The majority of the doors are locked and cannot be opened. Other doors or barriers require a bigger tool like a drill.
** ''PAYDAY 2'' retains the trope, but also introduces doors that can have its locked picked open. Other doors can also be blown off their hinges by using C4 and other doors can have their [[ShootOutTheLock locks shot off]].

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* ''VideoGame/PAYDAYTheHeist'' has a few doors that can only be opened with a key or key card. The majority of the doors are locked and cannot be opened. Other doors or barriers require a bigger tool like a drill.
**
drill. This is retained in ''PAYDAY 2'' retains the trope, 2'', but also introduces doors that can have its locked picked open. Other doors can also be blown off their hinges by using C4 and other doors can have their [[ShootOutTheLock locks shot off]].



** ''VideoGame/MetalGearSolid3'' has a similarly tricky door. Just remember to disguise yourself as a scientist before attempting it. Or hide.

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** * ''VideoGame/MetalGearSolid3'' has a similarly tricky door. Just remember to disguise yourself as a scientist before attempting it. Or hide.



* There's a lot of Locked Doors in ''VideoGame/WorldOfWarcraft'', mostly dungeon doors. Those require specific keys to open, which are obtained from various sources, such as quests or loot from mobs. Alternatively, most of them (but not all) can be opened by a Rogue with high enough Lockpicking skill, by a Blacksmith's Skeleton Key, or an Engineer's Seaforium Charge. Also, in order to prevent people from not being able to resurrect, dead players' ghosts CAN walk through these doors, which makes it possible for some dungeons to be accessed without a key, blacksmith or engineer.
** All of these doors also have a lever on the opposite side, allowing a non-rogue, engineer or blacksmith to leave. On busy days, and especially before expansions when it could take ages for people to gather for a dungeon, it was sometimes possible to get in by just waiting around at the door until somebody else wanted to leave.

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* There's a lot of Locked Doors in ''VideoGame/WorldOfWarcraft'', mostly dungeon doors. Those require specific keys to open, which are obtained from various sources, such as quests or loot from mobs. Alternatively, most of them (but not all) can be opened by a Rogue with high enough Lockpicking skill, by a Blacksmith's Skeleton Key, or an Engineer's Seaforium Charge. Also, in order to prevent people from not being able to resurrect, dead players' ghosts CAN walk through these doors, which makes it possible for some dungeons to be accessed without a key, blacksmith or engineer.
**
engineer. All of these doors also have a lever on the opposite side, allowing a non-rogue, engineer or blacksmith to leave. On busy days, and especially before expansions when it could take ages for people to gather for a dungeon, it was sometimes possible to get in by just waiting around at the door until somebody else wanted to leave.



* Averted in ''VideoGame/NetHack'', where any skeleton key can be used to unlock any door, and any door can be bashed down if the character is strong enough, chopped apart if they have an axe, or splintered with a Force Bolt spell (though any of these makes noise which can alert nearby monsters).
** Note that it is generally a bad idea to break down doors to shops. The shopkeeper does not like it at all.
** In ''VideoGame/SlashEM'', one of the three items necessary to complete the game is behind a series of unbreakable doors which can't be opened by ordinary skeleton keys, requiring the player to possess two out of the three artifact keys to get past them.

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* Averted in ''VideoGame/NetHack'', where any skeleton key can be used to unlock any door, and any door can be bashed down if the character is strong enough, chopped apart if they have an axe, or splintered with a Force Bolt spell (though any of these makes noise which can alert nearby monsters).
**
monsters). Note that it is generally a bad idea to break down doors to shops. The shopkeeper does not like it at all.
** * In ''VideoGame/SlashEM'', one of the three items necessary to complete the game is behind a series of unbreakable doors which can't be opened by ordinary skeleton keys, requiring the player to possess two out of the three artifact keys to get past them.



** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' locked doors could always be bashed open, usually to the cacophony of "[[MemeticMutation Halt Halt Halt]]" if your character was in a city or house at the time. It couldn't be helped, though, because your lockpicking skill was crippled and there were no keys in the world.
* Mostly averted in the ''VideoGame/UltimaUnderworld'' games. Sturdy doors can be bashed, lockpicked or opened by magic, bypassing the need for the key. Massive doors cannot be bashed, but only a few cannot be lockpicked or magically opened.

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** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' * ''VideoGame/TheElderScrollsIIDaggerfall'' locked doors could can always be bashed open, usually to the cacophony of "[[MemeticMutation Halt Halt Halt]]" if your character was is in a city or house at the time. It couldn't can't be helped, though, because your lockpicking skill was is crippled and there were are no keys in the world.
* Mostly averted Averted in the ''VideoGame/UltimaUnderworld'' games. Sturdy doors can be bashed, lockpicked or opened by magic, bypassing the need for the key. Massive doors cannot be bashed, but only a few cannot be lockpicked or magically opened.



* In the ''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.

to:

* In the ''VideoGame/{{Avernum}}'' series almost 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.



* Mostly played straight in the ''VideoGame/{{Fallout}}'' series, which often makes it infuriating when coming across doors you cannot lock pick. Instead, you have to find the key for the door, which may be located in a completely unmarked area on the map, if the NPC decided to get themselves killed wandering around out there. In most areas of the earlier games, explosives are a good alternative. Looking to get the T-51b armor in ''VideoGame/{{Fallout 3}}''? You're going to need 3 keys to access it.

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* Mostly played straight Done in the ''VideoGame/{{Fallout}}'' series, which often makes it infuriating when coming across doors you cannot lock pick. Instead, pick.
** Usually,
you have to find the key for the door, which may be located in a completely unmarked area on the map, if the NPC decided to get themselves killed wandering around out there. In most areas of the earlier games, explosives are a good alternative. Looking to get the T-51b armor in ''VideoGame/{{Fallout 3}}''? You're going to need 3 keys to access it.



** However, many doors can be 'opened' with brute force and FireBalls.
* ''DragonQuest'' series is known for having locked doors and chests. Different kind of keys open different kind of doors, and the highest level key can open all doors.

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** However, many doors can be 'opened' with brute force and FireBalls.
* ''DragonQuest'' ''Franchise/DragonQuest'' series is known for having locked doors and chests. Different kind of keys open different kind of doors, and the highest level key can open all doors.



** Slightly averted in Outbreak, as some locked doors can be broken open after taking a good enough beating.

to:

** Slightly averted Averted in Outbreak, ''Outbreak'', as some locked doors can be broken open after taking a good enough beating.beating.
** In ''VideoGame/ResidentEvil4'', padlocks can be removed with a swing of the knife and most fences can be jumped over, an exception being a certain InsurmountableWaistHeightFence with a Locked Gate.



* In ''[[VideoGame/ResidentEvil4 Resident Evil 4]]'', padlocks can be removed with a swing of the knife and most fences can be jumped over, an exception being a certain InsurmountableWaistHeightFence with a Locked Gate.

to:

* In ''[[VideoGame/ResidentEvil4 Resident Evil 4]]'', padlocks can be removed with a swing Doors in ''VideoGame/JetForceGemini'' are usually locked in one of the knife following three ways: By the life force of all the Drones and most fences Airborne Squadrons that have to be dispatched beforehand, by requiring a key (in this case, a colored electronic card that matches the color of the seal that acts like the door's lock), or by requiring a specific item that is exclusive in access and use to one of the playable characters (a crowbar so Juno can be jumped over, an exception being enter the trap doors, a certain InsurmountableWaistHeightFence with traditional key so Vela can open the door that leads to a Locked Gate.mine in Rith Essa, a pair of googles so Lupus can open a door that leads to a very dark room, or simply the presence of Floyd so he can allow the current character to open a door leading to a minigame dedicated to Floyd himself).



* In ''[[ShiningForce Shining Force II]]'', try to enter any house in Ribble besides the northernmost one. Any one at all. The citizens will not be milling about until you enter the mayor's house and go through the little cutscene. This is also the only way to open the [[SavePoint church]] and shops, as well as get a new [[LoadsAndLoadsOfCharacters Force Member]].

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* In ''[[ShiningForce Shining Force II]]'', try II]]'':
** Try
to enter any house in Ribble besides the northernmost one. Any one at all. The citizens will not be milling about until you enter the mayor's house and go through the little cutscene. This is also the only way to open the [[SavePoint church]] and shops, as well as get a new [[LoadsAndLoadsOfCharacters Force Member]].
20th Sep '16 11:42:04 PM Ragitsu
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** In ''[[VideoGame/ResidentEvil4 RE4]]'', padlocks can be removed with a swing of the knife and most fences can be jumped over, an exception being a certain InsurmountableWaistHeightFence with a Locked Gate.


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* In ''[[VideoGame/ResidentEvil4 Resident Evil 4]]'', padlocks can be removed with a swing of the knife and most fences can be jumped over, an exception being a certain InsurmountableWaistHeightFence with a Locked Gate.
26th Aug '16 8:16:47 AM Malady
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* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': The Four Winds Fortress has four locked doors, one for each Bandit of a Wind, whose key is dropped upon their defeat by combat. Darius, the Bandit of the West Wind, drops the Old Key to get into the Old Avishun Tower to defeat him again to drop his key to his section of the Four Winds Fortress.
20th Aug '16 1:32:18 PM Morgenthaler
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%% Image selected per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1452266899092104700
%% Please do not change or remove without starting a new thread.
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[[quoteright:350:[[WesternAnimation/{{Futurama}} http://static.tvtropes.org/pmwiki/pub/images/bluekey.png]]]]
29th Jul '16 9:34:39 AM supergod
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* Mostly averted in the ''UltimaUnderworld'' games. Sturdy doors can be bashed, lockpicked or opened by magic, bypassing the need for the key. Massive doors cannot be bashed, but only a few cannot be lockpicked or magically opened.

to:

* Mostly averted in the ''UltimaUnderworld'' ''VideoGame/UltimaUnderworld'' games. Sturdy doors can be bashed, lockpicked or opened by magic, bypassing the need for the key. Massive doors cannot be bashed, but only a few cannot be lockpicked or magically opened.
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