Interchangeable Antimatter Keys: Difference between revisions

m
No edit summary
Line 18:
** Instead of buying replacement keys, ''[[Zelda II: The Adventure of Link|Zelda II the Adventure of Link]]'' had a spell which transformed Link into a fairy, enabling him to bypass locked doors by ''flying through the keyholes''.
** However, in games where there is a key ''to the dungeon entrance itself'', it is usually unique.
** Also, there are some keys that are required to enter the Boss's chamber (usually simply called the 'boss key'), and in ''[[The Legend of Zelda: A Link to the Past|The Legend of Zelda a Link To T He Past]]'', there was the Big Key. The Big Key was reusable multiple times (within the same dungeon) to open any door with a very big keyhole.
* ''[[Gauntlet (1985 video game)]]'' had identical keys scattered throughout every level. Players could open doors or locked chests just by touching them if they had at least one key.
* In the ''[[Fire Emblem]]'' series, there are 2 kinds of keys: door keys and chest keys. Any door key can open any door, and any chest key can open any chest. If a particular game has lockpicks, they open both.