Lock and Key Puzzle: Difference between revisions
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See also [[Broken Bridge]]. If the "key" is something non-intuitive or ridiculous, you've got to [[Solve the Soup Cans]]. |
See also [[Broken Bridge]]. If the "key" is something non-intuitive or ridiculous, you've got to [[Solve the Soup Cans]]. |
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{{examples |
{{examples}} |
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* This one dates back to the dawn of Adventure: the goal of ''[[Colossal Cave]]'' is to deliver the various treasures in the game to a treasure room. |
* This one dates back to the dawn of Adventure: the goal of ''[[Colossal Cave]]'' is to deliver the various treasures in the game to a treasure room. |
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** ''[[Zork (Video Game)|Zork]]'' has the same goal. |
** ''[[Zork (Video Game)|Zork]]'' has the same goal. |
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* Ubiquitous in the [[Resident Evil]] series. |
* Ubiquitous in the [[Resident Evil]] series. |
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* The ancient [ |
* The ancient [[wikipedia:TinyMUD|TinyMUD]] had a wonderful in-game language for constructing new puzzles. As long as they were lock-and-key puzzles. That was the only type you could build. |
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* The two Detective Barbie PC games had this, although it wasn't always literal keys. |
* The two Detective Barbie PC games had this, although it wasn't always literal keys. |
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* The NES game ''[[Castlequest]]'' was one gigantic version of this. |
* The NES game ''[[Castlequest]]'' was one gigantic version of this. |
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{{reflist}} |
{{reflist}} |
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[[Category:Stock Video Game Puzzle]] |
[[Category:Stock Video Game Puzzle]] |
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[[Category:Lock |
[[Category:Lock and Key Puzzle]] |