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* One [[http://lparchive.org/LetsPlay/Boatmurdered/chapter1-27.html update]] of a LetsPlay of the DwarfFortress map [=BoatMurdered=] had someone submit a drawing of the employment of the "lava death system." With two keys, natch.
* One bank that [[SplinterCell Sam Fisher]] has to infiltrate in ''Chaos Theory'' has a TwoKeyedLock protecting its main vault. Fisher, however, has a remote-controlled key-turning device. In the actual game, of course, the system was activated by a simple lever.

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* One [[http://lparchive.org/LetsPlay/Boatmurdered/chapter1-27.html update]] of a LetsPlay of the DwarfFortress map [=BoatMurdered=] had someone submit a drawing of the employment of the "lava death system." With two keys, natch.
natch. In the actual game, of course, the system was activated by a simple lever.
* One bank that [[SplinterCell Sam Fisher]] has to infiltrate in ''Chaos Theory'' has a TwoKeyedLock protecting its main vault. Fisher, however, has a remote-controlled key-turning device. In the actual game, of course, the system was activated by a simple lever.
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* One bank that [[SplinterCell Sam Fisher]] has to infiltrate in ''Chaos Theory'' has a TwoKeyedLock protecting its main vault. Fisher, however, has a remote-controlled key-turning device.

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* One bank that [[SplinterCell Sam Fisher]] has to infiltrate in ''Chaos Theory'' has a TwoKeyedLock protecting its main vault. Fisher, however, has a remote-controlled key-turning device. In the actual game, of course, the system was activated by a simple lever.
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* ''{{Okamiden}}'' has a ''[[UpToEleven four]]'' keyed lock in the [[SlippeySlideyIceWorld Ice Room]].

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* ''{{Okamiden}}'' has a ''[[UpToEleven four]]'' keyed lock in the [[SlippeySlideyIceWorld [[SlippySlideyIceWorld Ice Room]].
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* ''{{Okamiden}}'' has a ''[[UpToEleven four]]'' keyed lock in the [[SlippeySlideyIceWorld Ice Room]].
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[[folder:Web Original]]
* In ''FreemansMind'', Gordon accidentally launches what he believes to be a missile (it's actually a satellite delivery rocket, but he hadn't been paying attention to the security guard who told him about it) and afterward mentions that he would have expected one of these instead of just the BigRedButton he pressed. Even for a satellite delivery rocket, and even considering he was resuming an aborted launch, yeah, you'd think the procedure would be at least a little more complex.

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** And also in ''{{Portal}}'', though in this case it was more figuring out how to manipulate the environment with your Aperture Science Handheld Portal Device to get both buttons pressed at once so you could get through a door.


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* The ''{{Portal}}'' games use a few of these in both single-player and co-op. The former involve two buttons that need to be pressed within a short timespan of each other, and thus require having your two portal ends right next to them. (One of these is justified as an actual two-keyed security lock. The rest are just part of the tests.) The latter actually involve both players, and the game has thoughtfully included the ability to initiate a countdown that appears on the other's screen.
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*** The logic was that warheads mounted to missiles in either ground-based stations or in ballistic submarines are secure because of the two-man-rule interlocks, and PALs would risk a loss of readiness without significant security benefit. Actual (non-trivially-coded) PALs were (eventually) applied to small warheads - air-dropped bombs and ship/air-launched cruise missiles. These warheads, unlike those for ballistic missiles, can be stored or transported in a functional or semi-functional state and thus may be lost or stolen. For these weapons, the two-man rule utilizes the PALs themselves - two officers must concur with the legitimacy of a nuclear launch order and release their portions of the PAL codes, or else the warheads cannot be armed.

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*** The logic was that warheads mounted to missiles in either ground-based stations or in ballistic submarines are secure because of the two-man-rule interlocks, and PALs [=PALs=] would risk a loss of readiness without significant security benefit. Actual (non-trivially-coded) PALs [=PALs=] were (eventually) applied to small warheads - air-dropped bombs and ship/air-launched cruise missiles. These warheads, unlike those for ballistic missiles, can be stored or transported in a functional or semi-functional state and thus may be lost or stolen. For these weapons, the two-man rule utilizes the PALs [=PALs=] themselves - two officers must concur with the legitimacy of a nuclear launch order and release their portions of the PAL codes, or else the warheads cannot be armed.
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* Mortal Kombat: Shaolin Monks has a bunch of these. They're completely optional secrets/goodies, and in no way necessary to continue the game. They ARE, however, essential to 100% completion. If you're a completionist, and you don't have a sibling or buddy to play the game with, don't get the game.
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** The Captain was in fact acting on legitimate launch orders and the XO was refusing those orders due to the possibility they had received orders to cancel the launch. The real villains of the film were the (unseen) President and Secretary of Defense, who issued nuclear launch orders with the intention of rescinding them if the situation changed. There are no take-backs in thermonuclear warfare.


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*** The logic was that warheads mounted to missiles in either ground-based stations or in ballistic submarines are secure because of the two-man-rule interlocks, and PALs would risk a loss of readiness without significant security benefit. Actual (non-trivially-coded) PALs were (eventually) applied to small warheads - air-dropped bombs and ship/air-launched cruise missiles. These warheads, unlike those for ballistic missiles, can be stored or transported in a functional or semi-functional state and thus may be lost or stolen. For these weapons, the two-man rule utilizes the PALs themselves - two officers must concur with the legitimacy of a nuclear launch order and release their portions of the PAL codes, or else the warheads cannot be armed.
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* ''{{Film/Superman}} III'', to activate a satellite positioning system; although the two keys in question needed to be inserted simultaneously, not turned.

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* ''{{Film/Superman}} III'', ''SupermanIII'', to activate a satellite positioning system; although the two keys in question needed to be inserted simultaneously, not turned.
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** And also in ''{{Portal}}'', though in this case it was more figuring out how to manipulate the environment with your Aperture Science Handheld Portal Device to get both buttons pressed at once so you could get through a door.
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*** [[http://en.wikipedia.org/wiki/Permissive_Action_Link Permissive Action Link]]. Under the [[JohnFKennedy Kennedy administration]], somebody decided to put [=PALs]= on the US nuclear arsenal to prevent unauthorized firing. SAC objected to this practice, fearing the possibility that the launch codes would not be available in time of need. So, very quietly, SAC installed these devices, intended to ensure the safety of the free world, and very quietly, they set the combination on every single one of them to [[{{Spaceballs}} 00000000]]. Very trusting people, SAC.

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*** [[http://en.wikipedia.org/wiki/Permissive_Action_Link Permissive Action Link]]. Under the [[JohnFKennedy Kennedy administration]], somebody decided to put [=PALs]= [=PALs=] on the US nuclear arsenal to prevent unauthorized firing. SAC objected to this practice, fearing the possibility that the launch codes would not be available in time of need. So, very quietly, SAC installed these devices, intended to ensure the safety of the free world, and very quietly, they set the combination on every single one of them to [[{{Spaceballs}} 00000000]]. Very trusting people, SAC.
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* ''{{Superman}} 3'', to activate a satellite positioning system; although the two keys in question needed to be inserted simultaneously, not turned.

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* ''{{Superman}} 3'', ''{{Film/Superman}} III'', to activate a satellite positioning system; although the two keys in question needed to be inserted simultaneously, not turned.



** A two key (Two combination in the book) system was also used on a safe in the submarine that contained the mission orders and code books.
* Used to shut down [[spoiler: honey production]] in ''BeeMovie''.

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** A two key (Two (two combination in the book) system was also used on a safe in the submarine that contained the mission orders and code books.
* Used to shut down [[spoiler: honey [[spoiler:honey production]] in ''BeeMovie''.



* The movie ''CrimsonTide''. Two keys needed to unlock the missile launch controls. The XO refuses the Captain's orders to unlock the controls because they lost communications before the launch order was confirmed as protocol demands. Mutiny ensues.

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* The movie ''CrimsonTide''. Two keys needed to unlock the missile launch controls. The XO refuses the Captain's orders to unlock the controls because they lost communications before the launch order was confirmed as protocol demands. Mutiny ensues.



* The JamesBond film ''{{GoldenEye}}'' had this for the titular weapon as well. [[spoiler:Interestingly, this was replicated in the secret underground base as well.]]

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* The JamesBond film ''{{GoldenEye}}'' ''[=~GoldenEye~=]'' had this for the titular weapon as well. [[spoiler:Interestingly, this was replicated in the secret underground base as well.]]



* In the ''MassEffect'' novel, ''Ascension'', Hendel and the one of the Quarians had to this to a bomb that is rigged to explode and destroy a ship with a crew of over 500. With the added problem that they couldn't see each other.

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* In the ''MassEffect'' novel, ''Ascension'', ''{{MassEffect/Ascension}}'', Hendel and the one of the Quarians quarians had to this to a bomb that is rigged to explode and destroy a ship with a crew of over 500. With the added problem that they couldn't see each other.



** The Xindi [[EarthShatteringKaboom planet killer]] required access codes from any three of the five members of the Council in order to fire. This would've been a useful feature [[spoiler: when three (and eventually four) of the Xindi races back out of the plan to destroy Earth. Unfortunately, the reptilians had ways around the codes.]]

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** The Xindi [[EarthShatteringKaboom planet killer]] required access codes from any three of the five members of the Council in order to fire. This would've been a useful feature [[spoiler: when [[spoiler:when three (and eventually four) of the Xindi races back out of the plan to destroy Earth. Unfortunately, the reptilians had ways around the codes.]]



** Once on ''{{Stargate}}'' a possessed O'Neill tells another guy at gunpoint to insert his key, which struck me as defeating the purpose - you'd think they'd tell the people with keys to die rather than be coerced.

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** Once on ''{{Stargate}}'' a possessed O'Neill tells another guy at gunpoint to insert his key, which struck me as defeating the purpose - you'd think they'd tell the people with keys to die rather than be coerced.



* In the 2000s ''BattlestarGalactica'', the nuclear launch tubes on battlestars are controlled by two-keyed locks.
* In the {{Andromeda}} pilot episodes, Dylan gives four people he barely knows positions on his ships - because, apparently, one person cannot launch the Nova Bombs.

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* In the 2000s ''BattlestarGalactica'', the nuclear launch tubes on battlestars [[TheBattlestar battlestars]] are controlled by two-keyed locks.
* In the {{Andromeda}} ''{{Andromeda}}'' pilot episodes, Dylan gives four people he barely knows positions on his ships - because, apparently, one person cannot launch the Nova Bombs.



*** [[http://en.wikipedia.org/wiki/Permissive_Action_Link Permissive Action Link]]. Under the Kennedy administration, somebody decided to put PALs on the US nuclear arsenal to prevent unauthorized firing. SAC objected to this practice, fearing the possibility that the launch codes would not be available in time of need. So, very quietly, SAC installed these devices, intended to ensure the safety of the free world, and very quietly, they set the combination on every single one of them to [[{{Spaceballs}} 00000000]]. Very trusting people, SAC.

to:

*** [[http://en.wikipedia.org/wiki/Permissive_Action_Link Permissive Action Link]]. Under the [[JohnFKennedy Kennedy administration, administration]], somebody decided to put PALs [=PALs]= on the US nuclear arsenal to prevent unauthorized firing. SAC objected to this practice, fearing the possibility that the launch codes would not be available in time of need. So, very quietly, SAC installed these devices, intended to ensure the safety of the free world, and very quietly, they set the combination on every single one of them to [[{{Spaceballs}} 00000000]]. Very trusting people, SAC.



* One [[http://lparchive.org/LetsPlay/Boatmurdered/chapter1-27.html update]] of a LetsPlay of the DwarfFortress map [=BoatMurdered=] had someone submit a drawing of the eployment of the "lava death system." With two keys, natch.

to:

* One [[http://lparchive.org/LetsPlay/Boatmurdered/chapter1-27.html update]] of a LetsPlay of the DwarfFortress map [=BoatMurdered=] had someone submit a drawing of the eployment employment of the "lava death system." With two keys, natch.






* Used [[http://www.goblinscomic.com/d/20090103.html here]] in ''{{Goblins}}: Life Through Their Eyes'', with a four-key system. [[spoiler: [[CuttingTheKnot A giant just smashes the door open for them]], because they REALLY don't have time for puzzles.]]

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* Used [[http://www.goblinscomic.com/d/20090103.html here]] in ''{{Goblins}}: Life Through Their Eyes'', with a four-key system. [[spoiler: [[CuttingTheKnot [[spoiler:[[CuttingTheKnot A giant just smashes the door open for them]], because they REALLY don't have time for puzzles.]]



* On ''TheSimpsons'' two keys were required to be turned simultaneously to drop the "perfect 300 game" balloon at the bowling alley.

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* On ''TheSimpsons'' two keys were required to be turned simultaneously to drop the "perfect 300 game" balloon at the bowling alley.
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* ''WarGames'', to blow up half the planet ("TURN YOUR KEY, SIR!").

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* ''WarGames'', to blow up half control a nuclear launch. One officer gets shot for refusing to turn his key when ordered, [[spoiler: even though it was just a drill]]. That inspires NORAD to turn over launch control to an AI and leads to [[AIIsACrapshoot the planet ("TURN YOUR KEY, SIR!").main plot of the movie]].
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** One might notice that this is EXACTLY WHY there ARE two keys.

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* ''{{Ratchet and Clank}} Future: A Crack in Time'' includes a variation of this. Clank must use his newly-acquired [[spoiler: ability to shift time]] to record multiple copies of himself completing various tasks (such as pressing buttons or activating platforms), usually with the end goal of opening a door at the end of a room. The actions of the copies must be perfectly timed in order for the player controlling the "real" Clank to solve the puzzle; with up to four copies working at once to complete the task, the difficulty can ramp up pretty quickly.



* ''{{Ratchet and Clank}} Future: A Crack in Time'' includes a variation of this. Clank must use his newly-acquired [[spoiler: ability to shift time]] to record multiple copies of himself completing various tasks (such as pressing buttons or activating platforms), usually with the end goal of opening a door at the end of a room. The actions of the copies must be perfectly timed in order for the player controlling the "real" Clank to solve the puzzle; with up to four copies working at once to complete the task, the difficulty can ramp up pretty quickly.

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* ''{{Ratchet and Clank}} Future: A Crack in Time'' includes a variation of this. Clank must use his newly-acquired [[spoiler: ability to shift time]] to record multiple copies of himself completing various tasks (such as pressing buttons or activating platforms), usually with the end goal of opening a door at the end of a room. The actions of the copies must be perfectly timed in order for the player controlling the "real" Clank to solve the puzzle; with up to four copies working at once to complete the task, the difficulty can ramp up pretty quickly.

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* ''{{Skies of Arcadia}}'' has an odd one. A whole dungeon focused around locks that require two people to stand on panels in different parts of the dungeon, the thing is neither side knew that they were helping each other get past and they just both happened to be searching for the same treasure at the same time.

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* ''{{Skies of Arcadia}}'' has an odd one. A whole dungeon focused around locks that require two people to stand on panels in different parts of the dungeon, the dungeon. The thing is is, neither side knew that they were helping each other get past and they just both happened to be searching for the same treasure at the same time.




to:

* ''{{Ratchet and Clank}} Future: A Crack in Time'' includes a variation of this. Clank must use his newly-acquired [[spoiler: ability to shift time]] to record multiple copies of himself completing various tasks (such as pressing buttons or activating platforms), usually with the end goal of opening a door at the end of a room. The actions of the copies must be perfectly timed in order for the player controlling the "real" Clank to solve the puzzle; with up to four copies working at once to complete the task, the difficulty can ramp up pretty quickly.
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* The Fire Temple's inner sanctum in ''[=~Avatar: The Last Airbender~=]'' could only be opened by five simultaneous fireblasts. A single sufficiently skilled Firebender ''could'' do all five at once, but in most cases it took five people.

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* The Fire Temple's inner sanctum in ''[=~Avatar: The Last Airbender~=]'' could only be opened by five simultaneous fireblasts. A single sufficiently skilled Firebender (such as a fully trained Avatar) ''could'' do all five at once, but in most cases it took five people.

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* The LordDarcy story ''A Case of Identity'' had a two key system for a vault containing the Marquis' official regalia. The door had eight keyholes and two keys. Each man with a key knew which keyhole to use his key in, but not which keyhole the other key went into. Improper timing, or turning a key in the wrong hole, would set off the alarm.


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* The LordDarcy story ''A Case of Identity'' had a two key system for a vault containing the Marquis' official regalia. The door had eight keyholes and two keys. Each man with a key knew which keyhole to use his key in, but not which keyhole the other key went into. Improper timing, or turning a key in the wrong hole, would set off the alarm.


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* In the {{Andromeda}} pilot episodes, Dylan gives four people he barely knows positions on his ships - because, apparently, one person cannot launch the Nova Bombs.
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* In the 2000s ''BattlestarGalactica'', the nuclear launch tubes on battlestars are controlled by two-keyed locks.
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revised clancy example


** A two key (Two combination) system was also used on a safe in the submarine that contained the mission orders and code books.

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** A two key (Two combination) combination in the book) system was also used on a safe in the submarine that contained the mission orders and code books.

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** In the novel, it is stated that five officers are needed to carry out a launch.

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** In the novel, it is stated that five officers are needed to carry out a launch. It also stated that in the event of the political officer's death, the captain was ''supposed'' to take charge of his key. There were probably other standing orders as to who inherits the other keys in the event of any of the other officers with launch keys dying on a voyage as well.
** A two key (Two combination) system was also used on a safe in the submarine that contained the mission orders and code books.


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* The LordDarcy story ''A Case of Identity'' had a two key system for a vault containing the Marquis' official regalia. The door had eight keyholes and two keys. Each man with a key knew which keyhole to use his key in, but not which keyhole the other key went into. Improper timing, or turning a key in the wrong hole, would set off the alarm.
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**** [[VindicatedByHistory Well, their trust appears to have been well placed.]]

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removed whining and nonspecific example


* Used as an annoying minigame in ''FinalFantasyVII'', where to open a security door two party members must push two widely separated buttons at the same time. Doing so involved involved pushing the X button and hoping to hell you got the timing right.

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* Used as an annoying a minigame in ''FinalFantasyVII'', where to open a security door two party members must push two widely separated buttons at the same time. Doing so involved involved pushing the X button and hoping to hell you got the timing right.time.



* Any game that focuses on cooperative play will have something like this.
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[[folder:Anime and Manga]]

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[[folder:Anime and & Manga]]



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* The nuclear missile locks in ''{{The Hunt For Red October}}'' apparently had one of these. Although we never see the locks themselves, we see Captain Ramius taking possession of both keys -- which, as the doctor points out, sort of defeats the point.

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* The nuclear missile locks in ''{{The Hunt For Red October}}'' ''TheHuntForRedOctober'' apparently had one of these. Although we never see the locks themselves, we see Captain Ramius taking possession of both keys -- which, as the doctor points out, sort of defeats the point.



* The JamesBond film ''{{Goldeneye}}'' had this for the titular weapon as well. [[spoiler:Interestingly, this was replicated in the secret underground base as well.]]
** [[spoiler: Well, you don't want Boris setting it off early.]]
* The ''USS Enterprise'' [[SelfDestructMechanism self-destruct sequence]] needed spoken confirmation from three senior officers to trigger in ''StarTrek III''.
** That destruct sequence is taken verbatim from the infamously {{Anvilicious}} TOS episode, "Let That Be Your Last Battlefield." [[ThePasswordIsAlwaysSwordfish Twenty years later, they still hadn't changed the codes.]]
** In TNG, it's often the Captain and Executive Officer, so the "two senior officers" may be in lieu of the XO in the event that they are unavailable. The Enterprise-E was slated to self-destruct on confirmation from Worf and Crusher since Riker was unavailable at the time.

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* The JamesBond film ''{{Goldeneye}}'' ''{{GoldenEye}}'' had this for the titular weapon as well. [[spoiler:Interestingly, this was replicated in the secret underground base as well.]]
** [[spoiler: Well, [[spoiler:Well, you don't want Boris setting it off early.]]
* The ''USS Enterprise'' USS ''Enterprise'' [[SelfDestructMechanism self-destruct sequence]] needed spoken confirmation from three senior officers to trigger in ''StarTrek III''.
''StarTrekIII''.
** That destruct sequence is taken verbatim from the infamously {{Anvilicious}} {{anvilicious}} TOS episode, "Let That Be Your Last Battlefield." Battlefield". [[ThePasswordIsAlwaysSwordfish Twenty years later, they still hadn't changed the codes.]]
** In TNG, it's often the Captain and Executive Officer, so the "two senior officers" may be in lieu of the XO in the event that they are unavailable. The Enterprise-E ''Enterprise''-E was slated to self-destruct on confirmation from Worf and Crusher since Riker was unavailable at the time.



* An escape hatch in ''ThursdayNext: First Among Sequels'' has two handles which need to be turned simultaneously.[[spoiler: In a touching Redemption Equals Death, Evil Thursday chooses to help Thursday escape, knowing that she herself has no way out.]]
* In the ''GearsOfWar'' Novel, ''Jacinto's Remnant'', Chairman Prescott, Colonel Hoffman and somebody else had to insert three keys and turn simultaneously to activate the Hammer of Dawn technology that destroyed most of the planet. Prescott had it next to his car keys.

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* An escape hatch in ''ThursdayNext: First Among Sequels'' has two handles which need to be turned simultaneously.[[spoiler: In [[spoiler:In a touching Redemption Equals Death, RedemptionEqualsDeath, Evil Thursday chooses to help Thursday escape, knowing that she herself has no way out.]]
]]
* In the ''GearsOfWar'' Novel, ''{{Gears of War}}'' novel, ''Jacinto's Remnant'', Chairman Prescott, Colonel Hoffman and somebody else had to insert three keys and turn simultaneously to activate the Hammer of Dawn technology that destroyed most of the planet. Prescott had it next to his car keys.



[[folder:Live Action TV]]

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* Rare example not involving nukes: in an episode of {{Alias}} set in a Romanian mental hospital, the door to get out is double-keyed, one lock on the wall to either side of a wide maintenance door, too wide for one person to turn both keys with their hands. [[spoiler:Sydney deals with this by acrobatically turning the other one with her foot.]]

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* Rare example not involving nukes: in an episode of {{Alias}} ''{{Alias}}'' set in a Romanian mental hospital, the door to get out is double-keyed, one lock on the wall to either side of a wide maintenance door, too wide for one person to turn both keys with their hands. [[spoiler:Sydney deals with this by acrobatically turning the other one with her foot.]]



* Happens all the time in ''GearsOfWar 2''.

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* Happens all the time in ''GearsOfWar ''{{Gears of War}} 2''.



* ''SkiesOfArcadia'' has an odd one. A whole dungeon focused around locks that require two people to stand on panels in different parts of the dungeon, the thing is neither side knew that they were helping each other get past and they just both happened to be searching for the same treasure at the same time.

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* ''SkiesOfArcadia'' ''{{Skies of Arcadia}}'' has an odd one. A whole dungeon focused around locks that require two people to stand on panels in different parts of the dungeon, the thing is neither side knew that they were helping each other get past and they just both happened to be searching for the same treasure at the same time.



[[folder:Webcomics]]

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* The Fire Temple's inner sanctum in ''AvatarTheLastAirbender'' could only be opened by five simultaneous fireblasts. A single sufficiently skilled Firebender ''could'' do all five at once, but in most cases it took five people.

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* The Fire Temple's inner sanctum in ''AvatarTheLastAirbender'' ''[=~Avatar: The Last Airbender~=]'' could only be opened by five simultaneous fireblasts. A single sufficiently skilled Firebender ''could'' do all five at once, but in most cases it took five people.






<<|MilitaryAndWarfareTropes|>>

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<<|MilitaryAndWarfareTropes|>>

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* In episode 13 of ''NeonGenesisEvangelion'', an Angel infiltrates NERV's computer system, and Aoba and Hyuga have to do this in order to cut the power to the MAGI supercomputer. It doesn't work.

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* In episode 13 of ''NeonGenesisEvangelion'', an Angel infiltrates NERV's computer system, system and Gendo tries to be GenreSavvy.
-->'''Gendo:''' Shut down the I/O system.
-->''(Hyuga
and Aoba insert keys into their respective slots)''
-->'''Hyuga:''' Three! Two! One! ''(keys are turned)''
-->''(beat)''
-->'''Hyuga:''' [[CaptainObvious WE CAN'T SHUT IT DOWN!!!]]
** Then a few minutes later Maya
and Hyuga have to Ritsuko do this in order to cut [[RapidFireTyping hack into the power Angel through Casper]] while [[BeatThemAtTheirOwnGame Casper is being hacked by the Angel in turn]]. They enter the final command simultaneously and it works, killing the Angel and disarming the MAGI's self-destruct sequence [[AlwaysClose a single second before it could blow the entire base to kingdom come]].
** In fact, this is how
the MAGI supercomputer. It doesn't work.self-destruct works: the three cores vote among themselves. Starting or cancelling the sequence requires unanimity of all three; cheating is impossible since any attempts at one core hacking another are immediately discovered. If two disagree and the third is undecided, they'll ask the human crew.

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* The mechanism for detonating [=KaibaCorp=] Island in ''{{Yu-Gi-Oh}}!'' requires two key cards to activate.



* The lab where the extremis samples were kept in ''IronMan: Extremis''. This was a key plot point.

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* The lab where the extremis extremist samples were kept in ''IronMan: Extremis''. This was a key plot point.
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* ''SkiesOfArcadia'' has an odd one. A whole dungeon focused around locks that require two people to stand on panels in different parts of the dungeon, the thing is neither side knew that they were helping each other get past and they just both happened to be searching for the same treasure at the same time.
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* Apparently, the final PowerLimiter placed upon [[PersonOfMassDestruction Hayate Yagami]] in ''MagicalGirlLyricalNanoha [=StrikerS=]'' had to be removed simultaneously by [[TheBrigadier Admiral Chrono Harlaown]] and [[GoodShepherd Knight Carim]], making it a TwoKeyedLock even though they didn't have to be physical present near Hayate at the time.

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* Apparently, the final PowerLimiter placed upon [[PersonOfMassDestruction Hayate Yagami]] in ''MagicalGirlLyricalNanoha [=StrikerS=]'' had to be removed simultaneously by [[TheBrigadier Admiral Chrono Harlaown]] and [[GoodShepherd Knight Carim]], making it a TwoKeyedLock even though they didn't have to be physical physically present near Hayate at the time.

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