Two-Keyed Lock: Difference between revisions

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== Film ==
== Film ==
* ''[[Terminator]] 2'', to access the vault where the arm and chip were kept.
* ''[[Terminator]] 2'', to access the vault where the arm and chip were kept.
* ''[[War Games]]'', to control a nuclear launch. One officer gets held at gunpoint 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 [[AI Is a Crapshoot|the main plot of the movie]].
* ''[[WarGames]]'', to control a nuclear launch. One officer gets held at gunpoint 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 [[A.I. Is a Crapshoot|the main plot of the movie]].
* Played with in ''[[Under Siege]] 2'', where it was two passwords on computer keyboards that needed to be entered simultaneously.
* Played with in ''[[Under Siege]] 2'', where it was two passwords on computer keyboards that needed to be entered simultaneously.
* ''[[Superman III]]'', to activate a satellite positioning system; although the two keys in question needed to be inserted simultaneously, not turned.
* ''[[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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** One might notice that this is EXACTLY WHY there ARE two keys.
** One might notice that this is EXACTLY WHY there ARE two keys.
** 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.
** 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.
* The [[James Bond]] film ''[[Golden Eye]]'' had this for the titular weapon as well. {{spoiler|Interestingly, this was replicated in the secret underground base as well.}}
* The [[James Bond]] 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.}}
** {{spoiler|Well, you don't want Boris setting it off early.}}
* The USS ''Enterprise'' [[Self-Destruct Mechanism|self-destruct sequence]] needed spoken confirmation from three senior officers to trigger in ''[[Star Trek III: The Search For Spock|Star Trek III the Search For Spock]]''.
* The USS ''Enterprise'' [[Self-Destruct Mechanism|self-destruct sequence]] needed spoken confirmation from three senior officers to trigger in ''[[Star Trek III: The Search For Spock|Star Trek III the Search For Spock]]''.
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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.
* ''[[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.
* ''[[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.
* [[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.
* [[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.
* The ''[[Portal (series)|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.
* The ''[[Portal (series)|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.
* ''[[Ōkamiden|Okamiden]]'' being based around partners has a plenty of these throughout the game where Chibi and his partner must stand on pressure pads to unlock doors or make bridges appear. One Notable example has a two-buttoned lock which is also a trap forcing Chibi to play through half the dungeon himself to gain the key to free his friend.
* ''[[Ōkamiden|Okamiden]]'' being based around partners has a plenty of these throughout the game where Chibi and his partner must stand on pressure pads to unlock doors or make bridges appear. One Notable example has a two-buttoned lock which is also a trap forcing Chibi to play through half the dungeon himself to gain the key to free his friend.