A Plot Lock is any example of a Broken Bridge
where, for whatever reason, the character should
be able to overcome it, and yet they can't in this one arbitrary situation (where doing so would, of course, break The One True Sequence
). On the other hand, not using Plot Locks can sometimes lead to massive Sequence Breaking
, which occasionally is even more of a Wall Banger
than the Plot Lock itself.
Note that it's only a Plot Lock if you're supposed
to eventually get the key to the door. If it's just locked because there's nothing behind it, it might have been Dummied Out
, but it's not a Plot Lock. It's also not a Plot Lock if there's no reason your character should be able to get around it - then it's just an ordinary Broken Bridge
A funny subset of these is when it specifically states that a key is required. So all those other doors we opened before didn't require a key?
Compare Insurmountable Waist High Fence
, Cutscene Incompetence
, and Plotline Death
. Also compare Statistically Speaking
, where your character can never
get past a particular kind of obstacle even if his statistics indicate he should be able to.
Examples from video games:
open/close all folders
- Ōkami does this a couple of times:
- You can't fix the Broken Bridge between Agata Forest and Taka Pass, even though Ammy can paint them good as new everywhere else.
- When you enter Orochi's castle, there's a broken staircase. Rejuvenation won't fix it. You're forced to jump down into the chasm and work your way through the level. This becomes obvious when you go back in time to when the staircase was still whole, and you can just go up it and confront Orochi directly.
- The Winx Club video game also has a few obstacles (e.g. a boulder on the path) that overlook the fact that all of the titular characters can fly.
- Bill Nye the Science Guy: Stop the Rock! has the Nye Labs Sky Labs (the atmospheric research wing of Nye Labs), whose password can only be gotten if you choose the "Join Nye Labs" (Story Mode) in the beginning. If you chose "Hang Out" (Sandbox Mode) instead, not only is it impossible to get the password, all the access doors to the Sky Labs have "Access Must Be Approved by Bill Nye" on their displays, and said approval is also impossible to get.
- The Grand Theft Auto series does this. If you start from the beginning, but you've played it before, you'll notice all the places that are impossible to get into that are possible later on. There's no lock to pick or anything, it's just that the character refuses to turn the knob to the door and walk inside. Makes sense with safehouses you haven't bought yet, but why in god's name are you not allowed into the hairdressers until someone tells you where it is?
First Person Shooter
- The later Halo games don't have fall damage, but they do have arbitrary drops that kill you to prevent you from jumping down to where you need to go.
- The Half-Life series has innumerable Locked Doors that require the player find another route to the required destination. This is reasonable for areas where the player is not intended to go, but not so for Space Filling Paths that loop back on themselves and create a Door To Before, when Gordon could simply blow up the flimsy wooden door or, in the second game, just punt the damn thing with the incredibly useful Gravity Gun.
using my Gravity Gun to punt a car
out of our way. But a wooden door, well
. Let's just run eight miles through soldier-infested, mine-littered streets to avoid it.
- Nightmare House, among other Source mods, egregiously abuses this trope. It's not uncommon in Nightmare House 2 to find that a door is locked, be given the requisite plot exposition or orders to go through the door, and then find it magically unlocked. This is a common sight that can be seen in many of the LPs online. The player is also given a shotgun late in the game that had been seen blowing open locked doors, but finds it unable to take down anything tougher than an empty wooden crate.
- Most of the Call of Duty games don't allow you to open doors yourself, so you must wait for your teammates to do so. Some obstacles also can't be surmounted until the plot allows you to.
Massively Multiplayer Online Role Playing Game
- Although the Beef Gate is the most common way to keep low-level players out of high-level areas in The Lord of the Rings Online, there are a few doors that are level-locked. Attempting to open them usually results in an ambiguous message, ("your level is too low") but the developers sometimes list specific levels when these doors are first installed. For example, a recent update introduced a door in Bree-town (one of the starting settlements) which restricted access to level 90. As the current level cap is 75, this might (or might not) indicate how high the cap will be raised in the upcoming Riders of Rohan expansion.
- Bionic Commando forces the player to go where the developers intended by placing lethal clouds of radiation everywhere else. At one point the player is fighting a helicopter on a rooftop and is barred from simply jumping off (the protagonist is immune to falling damage) by this radiation. However, once the helicopter is destroyed, it crashes into the building and our hero narrowly escapes the explosion by... jumping off the roof.
- Metroid: Other M may be the ultimate example. Every Broken Bridge that isn't a locked door is passable by using one of Samus's abilities. Which (except for two) she already has. But she has chosen to only activate her abilities when specifically told to, which happens at arbitrary locations in the game.
Role Playing Game
- The Elder Scrolls IV: Oblivion has locks that can't be picked. Morrowind averted it: An Open spell with a strength of 100 (which is the maximum lock strength) could open any door, as could a master lockpick.
- Daggerfall also suffered from this, although you could expect as much from a game that allows you to scale almost any vertical surface. Some walls can't be climbed, arbitrarily. Also, your freedom of movement is crippled by the inability to climb down.
- Skyrim has quite a few dungeons that are involved in faction quests which are locked until you receive the key for the relevant quest. Snow Veil Sanctum deserves a special mention, since there's no claw to open the Nordic puzzle lock and Mercer Frey unlocks it using the power of the Skeleton Key.
- Knights of the Old Republic gives us an In-Universe example by having locked doors that can be opened by the PC if s/he has the skills or items needed, and then there are the sealed doors, which can only be opened by finding the right computer.
- Bonus points because the character is often carrying a lightsaber.
- Possible Fridge Brilliance: There's a mineral in the Star Wars universe that shorts out lightsaber blades. You can still cut through a wall of it, but it takes hours.
- Add to the Fridge Brilliance that higher canon (specifically the Darth Bane novels) indicates that in Force-user-heavy times, said material, cortosis, is a very hot commodity.
- In Tales of Symphonia, your characters have all demonstrated the ability to make flying leaps and large jumps, and one or two of them can literally fly, and does so in-game. However, when there's no context-sensitive action to do so, you can't go over the Insurmountable Waist High Fence that you will undoubtedly have to go through a complex series of events to make a little bridge to get there.
- In Baldur's Gate doors often do not have an ordinary locking mechanism and may be warded against simple spells. You'd think that by the time you're a 40th level unstoppable killing machine with spells to stop time, summon powerful angels and demons, and wreck incredible destruction with a flick of your wrist, you would have learned a complicated spell to open doors, given how many are protected this way.
- There's a similar
problem mechanic in Neverwinter Nights.
- Especially irritating since many of these doors should be vulnerable to a peasant with a chisel and a hammer.
- This (along with many other RPG tropes) is made fun of in Touhou Labyrinth. On the second floor, you have to find a way to bridge across a gap to a treasure chest, in spite of Marisa's arguing that everyone in the party can fly, so why don't we just do that. (They ignore her.)
- In the later games of the Geneforge series, some locked doors are simply "too complicated to be picked" regardless of your Mechanics skill or how many lockpicks you have and can only be passed after finding the key.
- Though several entries in the Dragon Quest series have a Thief class, they're never able to pick any of the locked doors you encounter along the way.
- Pokémon uses NPCs and wild Pokemon to block your path in certain games until a plot point has been resolved. You can teach certain Pokemon the move Fly, which instantly flies you from one town to another (but only towns you've already been to). The Fridge Logic sets in when you can't fly ten feet over that guy's head.
- Arcanum averts this almost entirely; every lock can be picked, and if you don't have the skill (or if the status of the lock in question is Jammed or Magickally Held rather than Locked), you can always just bash it in. However, there are a handful of containers that are immune to such treatment: The Iron Clan Chest in Tarant has infinite health and an infinite-strength lock, the Iron Clan Vault has a different opening mechanism, the doors in the First Panarii Temple are "magickally sealed" until you reach the right point in the plot, and Qintarra and T'sen-Ang have "magick barriers" in place that require permission from the guards to open.
- In Persona 3, you're tasked with climbing Tartarus as far as you can, and you must reach the top by the end of the game. But to prevent power-levelers and New Game+ players from blowing through it during the first night, there are arbitrary "barrier floors" every few dozen floors, preventing you from climbing further with an Insurmountable Waist-Height Fence. These barriers tend to go away on their own after plot-driven events, for no reason at all other than some "mysterious force" is removing them.
- Resident Evil loves this trope, as many of the games have a playable character who can pick locks, and yet is usually forced to find keys anyway. Many of the protagonists are also ex-cops or military, some of whom are wearing combat gear in their stories, yet they cannot even kick down doors explicitly labeled as "rickety."
- Any "locked" door in the Silent Hill series eventually opens one way or another, but if the door is jammed, broken, or "shut tight", it stays shut for good.
Third Person Shooter
- In Splinter Cell, a door that is "locked" can usually be either picked or hacked, depending on the particular locking mechanism in place. If the door is "jammed", however, it won't typically open until some specific plot event.
- In Mass Effect 1, three of your characters (and possibly you, depending on your job) are able to defeat electronic locks, and everybody can simply force them open with enough Omnigels. However, some doors are simply unopenable until you get to the mission where it's supposed to open.
- Mass Effect 2 highlights all player-usable doors with holographic symbols. Unlocked doors have green symbols and hackable doors have orange ones. Plot Locks have red. Every time you see that red symbol, you know you'll be back later, because cosmetic doors that cannot open at all don't have any symbols on them.
- Fallout 3 and Fallout: New Vegas have numerous doors that are marked as "INACCESSIBLE" or "REQUIRES KEY" rather than "Easy", "Medium", "Hard", or "Very Hard". The "INACCESSIBLE" ones don't count, as they are, well... inaccessible — you never get to use them. Others do, as they are opened by plot events. Some "Requires Key" doors can only be opened via hacking, and usually lead to empty rooms or a void of nothingness.
Examples from other media:
Live Action TV
- Doctor Who has the deadlock seal, which the sonic screwdriver can't unlock, appearing on various locks from all places and times for no apparent reason. In less technologically advanced settings, wooden doors thwart the sonic screwdriver just as easily.
- Many Dungeons & Dragons-based games give Thief/Rogue characters the ability to pick locks. This will generally let them open treasure chests or inconsequential doors. But any plot advancing doors must be unlocked with a specific key/lever that you must fight the right bad guys to get.
- Then again, certain doors that don't advance the plot can just be kicked open by a monk... Or hacked at by a barbarian... or blasted into oblivion by a sorceror...
- You would not believe how many Disintegration-immune doors there are out there.
- Note that usually none of this is, strictly speaking, supported (let alone demanded) anywhere in the actual rules of the game in question — and that part of the Game Master's responsibility is exactly dealing with any player input not originally anticipated by the plot. So if Plot Locks do in fact show up without a convincing in-game reason, it's usually a sign of lazy GMing and/or scenario design.