Two-Keyed Lock: Difference between revisions

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Common military settings and very much [[Truth in Television]] with [[A Nuclear Error|Nuclear Weapons]]. The places where the keys set are always too far apart from each other so one person can't do it alone. An implementation of the more general military concept of "Two Person Control" (TPC).
 
A variation seen in video games, especially ones with co-op play, is a [[Stock Video Game Puzzle|stock puzzle]] that requires two characters to activate triggers in different places at the same time to complete an objective.
{{examples}}
 
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* The Cyclops system in ''[[Gundam Seed]]'' was so inhumane (and probably expensive, considering that it was one-shot only) that it required at least ''five'' top Earth Alliance generals' keys to turn on.
** It was actually only two in the anime, and the system was set up so that it was possible to have one person to turn both keys as long as he had them. The keys were kept on two separate generals, however.
* Apparently, the final [[Power Limiter]] placed upon [[Person of Mass Destruction|Hayate Yagami]] in ''[[Magical Girl Lyrical Nanoha]] StrikerS'' had to be removed simultaneously by [[The Brigadier|Admiral Chrono Harlaown]] and [[Good Shepherd|Knight Carim]], making it a [[Two -Keyed Lock]] even though they didn't have to be physically present near Hayate at the time.
* The mechanism for detonating KaibaCorp Island in ''[[Yu-Gi-Oh!]]!'' requires two key cards to activate.
 
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== Film ==
* ''[[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]].
* Played with in ''[[Under Siege]] 2'', where it was two passwords on computer keyboards that needed to be entered simultaneously.
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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.
*** Well, they ''do.'' [[Heroic Sacrifice]] is easier said than done, ya know.
** Putting this trope into effect in ''[[Stargate SG-1]]'' could almost have been considered a plot thread of its own during the first two seasons or so. In the movie and until the events of the pilot, the SGC had a hair-trigger on the self-destruct button and the gate's iris, because the primary priority was keeping everything alien out. In the show, though, they start bringing stuff back for study and all kinds of other reasons, and of course, it's stuff they don't fully understand that's often hostile. A [[Two -Keyed Lock]] is needed to stop [[Puppeteer Parasite]], a handprint scanner is needed to stop cloaked aliens, and so on.
* Rare example not involving nukes: in an episode of ''[[Alias (TV series)|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.}}
* In the ''[[Doctor Who]]'' episode "Journey's End", the Earth's self destruct requires three out of five UNIT soldiers in different countries around the world to work together to activate it.
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* Opening the shuttle bay door in ''[[Space Quest]] 6'' requires two people (or one person {{spoiler|with another person's arm appendage}}). Interestingly enough, this trope is inverted any and all of the auto-destruct sequences in the series.
* One [http://lparchive.org/LetsPlay/Boatmurdered/chapter1-27.html update] of a [[Let's Play]] of the [[Dwarf Fortress]] map BoatMurdered had someone submit a drawing of the employment of the "lava death system." With two keys, natch. In the actual game, of course, the system was activated by a simple lever.
* One bank that [[Splinter Cell|Sam Fisher]] has to infiltrate in ''Chaos Theory'' has a [[Two -Keyed Lock]] protecting its main vault. Fisher, however, has a remote-controlled key-turning device.
* ''[[The Legend of Zelda Four Swords]]''-series has a lot of puzzles which include the "four buttons, each of them only triggers if a person is standing on it"-factor. In some of the games this is subverted by "one player controls four characters". At some places this is required to move on, at others it's just "drop a lot of loot"!
** In fact, there are a lot of these in the Zelda games. Sometimes using a block or the assistance of lovely Princess Zelda (as a Phantom) to push one, or hitting a series of switches with the boomerang. [[The Legend of Zelda: Majora's Mask|Majora's Mask]] has plenty of these in the Stone Tower, and in order to work them you need the Elegy of Emptiness, which creates a statue duplicate of your form, and the Zora and Goron masks.
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* ''[[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.
* ''[[City of Heroes]]'' (as well as some other [[MMORPG|MMORPGs]]) have missions where a given number of people must trigger some kind of switch simultaneously (or within a margin of error given lag times) in order to complete.
* The Thieves' Guild vault in [[Skyrim]] has one of these, with the keys being owned by the most powerful members of the guild. {{spoiler|No one realizes it's already been emptied by Guildmaster Mercer Frey, using a magical lockpick he stole from the goddess Nocturnal.}}