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* In ''VideoGame/DukeNukem: Manhattan Project'', the forcefields are deactivated using keycards. Duke's responses to the players attempts to deactivate these fields lampshade this trope; he complains about having to find keycards to open doors to finish levels, which has been standard of the ''Duke Nukem'' franchise since the original PC trilogy.

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* In ''VideoGame/DukeNukem: Manhattan Project'', the forcefields are deactivated using keycards. Duke's responses to the players player's attempts to deactivate these fields lampshade this trope; he complains about having to find keycards to open doors to finish levels, which has been standard of the ''Duke Nukem'' franchise since the original PC trilogy.
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Of course, even if the locked door is [[InsurmountableWaistHeightFence a wooden gate with a tiny padlock on it]], you can't [[MyopicArchitecture just bash it down or blow it up]]. [[MadeOfIndestructium No, not even with the tac-nuke you've been carrying around.]]

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Of course, even if the locked door is [[InsurmountableWaistHeightFence a wooden gate with a tiny padlock on it]], you can't [[MyopicArchitecture just bash it down or blow it up]]. [[MadeOfIndestructium No, not even with the tac-nuke you've been carrying around.]]
around]]. And when you find the key and open the door, sometimes, [[InterchangeableAntimatterKeys you won't be able to use that key again]].
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[[folder: Gamebooks]]
* The gamebooks ''Gamebook/GhostlyTowers'' and ''Gamebook/GhostTrain'' feature many locked doors, which have to be "unlocked" by placing a transparent key with holes over the page, which reveals which paragraph to turn to next. If you don't have the right key, sometimes your party forces the door open, or goes through the window instead, but then seeing a ghost usually follows.
[[/folder]]
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* ''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'').

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* ''VideoGame/{{Shivers}}'' ''VideoGame/Shivers1995'' 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'').
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[[folder:Film]]

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[[folder:Film]][[folder:Films -- Live-Action]]

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