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Two-Keyed Lock

 Two-Keyed Lock
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 Two-Keyed Lock
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Two-Keyed Lock
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Certain locks require two or more people to unlock them simultaneously. The idea is that even if someone malicious got hold of one key, they'd still need to get hold of the second key. And even if they managed to do that, they'd still need to be able to turn all the keys at once, which are usually placed too far apart for one person to do so on their own. Maybe it's the keys to the world's destruction or the kingdom's treasure, but whatever it is, it's so important that you know it must be good... or really bad.
Common in military settings and very much Truth in Television with Nuclear Weapons. 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 puzzle that requires two characters to activate triggers in different places at the same time to complete an objective.
May sometimes be played for laughs, where the thing being protected by the two keyed lock turns out to be something mundane, or even silly. Not to be confused with Double Unlock, which is about enabling new game features.
 Two-Keyed Lock
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DBTropes
 Two-Keyed Lock / int_114bbb1f
type
Two-Keyed Lock
 Two-Keyed Lock / int_114bbb1f
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Ōkamiden 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.
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Two-Keyed Lock
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An escape hatch in Thursday Next: First Among Sequels has two handles which need to be turned simultaneously.In a touching Redemption Equals Death, Evil Thursday chooses to help Thursday escape, knowing that she herself has no way out.
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 Thursday Next
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Two-Keyed Lock
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Terminator 2: Judgment Day has a two-keyed lock to access the vault where the arm and chip of the previous film's Terminator is kept.
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Two-Keyed Lock
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In The Truce at Bakura, it is revealed that on Imperial ships the Self-Destruct Mechanism consists of two levers that when pulled together will trigger an immediate reactor overload. While there aren't actual locks, the levers are at opposing sides of the bridge to prevent accidental triggering.
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Two-Keyed Lock
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GoldenEye had this for the titular weapon as well, defeated by simply having two villains working together. Interestingly, this was replicated in the secret underground base as well.
 Two-Keyed Lock / int_1510822e
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 GoldenEye
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Two-Keyed Lock / int_1510822e
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Two-Keyed Lock
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K-19: The Widowmaker twice sees the crew go through their missile launch procedures.* Once during a dockside exercise, once when launching an unarmed test missile. Three keys, each held by a different officer, must be inserted in a control panel. Additionally, authorization from Moscow must be obtained via automated radio link; this procedure requires a disk kept locked in a safe, which is opened with yet a fourth key.# However, this key is held by the submarine's captain, who also holds one of the three launch keys.
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Done, sort of, in Fur Fighters in a submarine. The player must turn two keys at the same time but instead of getting two people you just back into one key and shoot the other to make them turn.
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Two-Keyed Lock / int_15433c06
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Two-Keyed Lock
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Devil May Cry 4: A gate in Mission 11 requires the pressure plates on both sides to be stepped on so that it will open. Nero can just easily snatch the nearby Scarecrow on the other side to get past this. In the Special Edition, the gate is already open when playing as Lady or Vergil because they lack the necessary ability to pull in other enemies.
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Two-Keyed Lock
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The Lord Darcy 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. The keyholes were usually covered with ornamental doors; when opened, they acted as visual shields so that neither man could see which keyhole the other picked.
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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. Sydney deals with this by acrobatically turning the other one with her foot.
 Two-Keyed Lock / int_22119589
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 Alias
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Two-Keyed Lock / int_22119589
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Two-Keyed Lock
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From the Coldfire Trilogy, the vault in which the holy relics of the failed Crusade against the Forest are stored behind a two keyed lock. The Patriarch holds one key.
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In the second V (1983) miniseries, the Visitors intend to deploy their mothership as a nuclear bomb as a last resort in case their troops can't hold on to Earth. John and Diana both take one of the arming device's two keys. John is willing to concede defeat and just retreat, but a spiteful Diana wants to kill off all of humanity because they defeated her. She orders John to hand over his key at gunpoint, and kills him when he voices his disgust.
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Sonic The Hedgehog:
Used in Sonic Chronicles: The Dark Brotherhood when you had puzzles where four characters had to stand in certain spots to unlock doors.
This is also a common type of puzzle in Sonic Heroes, where all three teammates have to stand on switches at the same time to activate a door or gimmick. While at the start these puzzles boil down to running through a line of switches in Power formation, later stages have the switches located in completely different corners of an area, resulting in a hybrid Escort Mission and No-Gear Level where you have to leave your teammates behind at switches as you travel to the next while making sure said teammates remain safe.
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 Sonic the Hedgehog (Video Game)
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Two-Keyed Lock
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In Krypton, The seal on Doomsday's vault requires blood samples from two distinct sources: the House of El and the House of Zod, who originally sealed the monster away. A time traveling General Zod eventually realizes that as the son of Seg-El and Lyta-Zod, he has the blood of both families and can open the vault on his own.
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The Simpsons:
In "Hello Gutter, Hello Fadder", two keys were required to be turned simultaneously to drop the "perfect 300 game" balloon at the bowling alley.
In "HOMЯ", When Homer goes to the bank to withdraw his family's life savings, he's informed that the money cannot be withdrawn unless both he and Marge agree to it. He goes to the other side of a nearby plant to pretend he's talking Marge into agreeing and then he forges her signature. He also pretends Lisa is there asking for a bonbon.
In Season 29's "Gone Boy", Bart stumbles into an abandoned missile silo, and after the Springfield police call off the search, Sideshow Bob hears a news bulletin that Bart is reported to be dead, only for Marge to confirm that he's still alive. After Milhouse leaves the Simpson house, Bob asks Milhouse to lead Bob to Bart's whereabouts in the missile silo. Bob ties Bart and Milhouse to the missile, which requires a two-key setup to ignite, and after stretching his body, he manages to ignite the missile, only to untie Bart and Milhouse from the missile, which lands near the sculptures in the town plaza.
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The Arc-en-Ciel superweapon in Magical Girl Lyrical Nanoha A's requires two officers to activate, and special permission from the top brass for them to even carry the keys for it in the first place. Given the destruction it's capable of, this is well-warranted.
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In Inside Out, Riley's father's emotions need to turn two keys (held by his Fear and Disgust) to fire the foot (i.e. tell Riley to go to her room).
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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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In El-Hazard: The Magnificent World, the Kingdom of Roshstaria's Eye of God superweapon requires its two sovereigns to activate: first and second princesses Rune and Fatora Venus. The absence of the later drives much of the plot following the main character's arrival in El Hazard.
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Lyrical Nanoha:
The Arc-en-Ciel superweapon in Magical Girl Lyrical Nanoha A's requires two officers to activate, and special permission from the top brass for them to even carry the keys for it in the first place. Given the destruction it's capable of, this is well-warranted.
The final Power Limiter placed upon Hayate Yagami in Magical Girl Lyrical Nanoha StrikerS had to be removed simultaneously by Admiral Chrono Harlaown and Knight Carim, making it one even though they didn't have to be physically present near Hayate at the time.
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Superman III, to boot up a computer system located at a Webscoe subsidiary in Smallville called WheatKing; although the two keys in question needed to be inserted simultaneously, not turned.
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The 2023 film Last Sentinel has the two key version for a Doomsday Device, but it's useless as one man can still set off the device himself, while holding down a Dead Man Switch that prevents anyone from rushing him. When the commander of the sea fort where the device is kept decides to keep both keys to himself, it doesn't reassure the rest of his crew.
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Atop the Fourth Wall uses the exact self-destruct code from Star Trek III in the Cold Open for his review of... the comic adaptation of Star Trek III in order to prevent Lord Vyce from taking his ship back. Vyce manages to stop the sequence before the ship blows up. Possibly unique in that one of the people who confirms the code is the ship's AI. Linkara makes it clear that he's not asking her to help kill herself, though, as she can transfer her consciousness off the ship.
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Used in NCIS: Los Angeles when the team has to access a dead man's safe-deposit box, thinking that it contains a little black book of highly classified and potentially damaging secrets. Once they've found the dead man's key, they still have to send in Sam Hanna as his attorney.
In another episode three launch officers stationed in nuclear missile silos are revealed to be moles for a radical organization. Two of them end up stationed at the same silo but a failsafe prevents them from launching their missile without an authorization from the President. However, the system has an override that can be activated by the two launch officers of another silo. One of those people is also a mole so he kills his partner and then gets around the two key lock by using a mechanical device that turns both keys at the same time.
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Half-Life:
The two scientists who let you into the Anti-Mass Spectrometer chamber have to operate a pair of retinal scanners simultaneously to open the door.
Unfortunately frequent in the PS2-exclusive expansion Decay, where the designers' idea of co-operative gameplay was to include puzzles that require two players to work synchronously to be solved efficiently, such as turning switches on opposing sides of a room simultaneously.
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A few 'double-button security locks' show up in Sly 3: Honor Among Thieves. The timing window seems to give some margin of error. Notably, while there are many Two Keyed (and more commonly three, five, seven, or whatever-keyed) locks, these are clustered on the console as individual padlocks. Still, you do have to retrieve all the keys to open it.
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Avengers Assemble: One episode of the Black Panther's Quest arc features a door that cannot be opened unless an Inhuman and a member of Wakanda's Royal Family open it together.
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In Ys: Ancient Ys Vanished ~ Omen, the second boss requires two keys to access, unlike the others. Though in this case it's two sets of locked doors that one man can open sequentially, as opposed to one door that has to be opened by two people simultaneously.
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An episode of the animated Dilbert parodies this: while Dilbert and Dogbert are stuck behind a driver at a tollbooth, they engage a dual-keyed weapon to destroy her vehicle.
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Anarchy Online has Crypt of Home, which has doors that take it a step further. To progress, two people must activate switches on opposite sides, let a third person in, and have the third person keep the door open via another switch so everyone can pass.
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Used in Sonic Chronicles: The Dark Brotherhood when you had puzzles where four characters had to stand in certain spots to unlock doors.
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One quest in The Elder Scrolls IV: Oblivion involved a trio of treasure hunters protecting their loot with, among other things, a chest with three locks, with one key per hunter. Predictably, one of them gets greedy and murders the other two for their keys. After hunting him down and killing him, you get all three keys from his corpse and, thus, their loot as your reward.
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Neon Genesis Evangelion:
In episode 13, an Angel infiltrates NERV's computer system and Gendo tries to be Genre Savvy.
Then a few minutes later, Maya and Ritsuko do this to hack into the Angel through Casper while 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 a single second before it could blow the entire base to kingdom come.
In fact, this is how the MAGI 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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In Infernal, Lennox can use his demonic teleportation power to deal with these, moving from one to the other quickly enough for it to work.
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Two-Keyed Lock / int_48d31b1e
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Used as a minigame in Final Fantasy VII, where to open a security door three party members must push three widely separated buttons at the same time, the player only controls Cloud and has to timed their button press with Tifa and Barret's automatic button presses.
 Two-Keyed Lock / int_49a87cb3
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 Final Fantasy VII (Video Game)
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Two-Keyed Lock / int_49a87cb3
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Two-Keyed Lock
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In My Little Pony: Equestria Girls – Forgotten Friendship, Celestia and Luna open the Bookcase Passage by pulling on a pair of books. Each one uses her own telekinesis to move the book with her respective cutie mark on the spine. Since it should be trivially easy for either of them to do both at the same time, this hints that there is a security system requiring the two alicorns to work in tandem to get access to the restricted section of the library.
 Two-Keyed Lock / int_49e95a32
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 My Little Pony: Equestria Girls – Forgotten Friendship
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Two-Keyed Lock / int_49e95a32
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Two-Keyed Lock
 Two-Keyed Lock / int_4a0d2434
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Scooby-Doo! and KISS: Rock and Roll Mystery: Four-keyed example. The MacGuffin the witch wants is kept inside a box that cannot be opened unless Demon, Starchild, Spaceman and Catman open it together.
 Two-Keyed Lock / int_4a0d2434
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 Scooby-Doo! and KISS: Rock and Roll Mystery
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Two-Keyed Lock / int_4a0d2434
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Two-Keyed Lock
 Two-Keyed Lock / int_4c0debc2
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Hotel Dusk: Room 215 has you fix the lights to a room, which requires that you turn on both switches required to allow the lights to turn on at the same time. This would be fine if it weren't that the touch screen works against you.
 Two-Keyed Lock / int_4c0debc2
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 Hotel Dusk: Room 215 (Visual Novel)
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Two-Keyed Lock / int_4c0debc2
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Two-Keyed Lock
 Two-Keyed Lock / int_4c213722
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One bank that Sam Fisher has to infiltrate in Splinter Cell: Chaos Theory has a two keyed lock protecting its main vault. Fisher, however, has a remote-controlled key-turning device.
 Two-Keyed Lock / int_4c213722
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1.0
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 Splinter Cell (Video Game)
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Two-Keyed Lock / int_4c213722
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Two-Keyed Lock
 Two-Keyed Lock / int_4e7cac32
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Supergirl (2015): Indigo manages to infiltrate a nuclear silo, but is informed that she can't turn the keys on her own. She just kills everyone else and stretches far enough to turn the keys herself. While it doesn't get much attention in this episode, it's part of the running theme that Earth has a lot of trouble anticipating alien abilities.
 Two-Keyed Lock / int_4e7cac32
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1.0
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 Supergirl (2015)
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Two-Keyed Lock / int_4e7cac32
 Two-Keyed Lock / int_4f7a49d9
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Two-Keyed Lock
 Two-Keyed Lock / int_4f7a49d9
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The entrance to the white key chamber in The Keys Stand Alone: The Soft World is opened by two people placing their hands in two separate hand-shaped indentations, one on the floor, one on the ceiling.
 Two-Keyed Lock / int_4f7a49d9
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Two-Keyed Lock / int_4f7a49d9
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Two-Keyed Lock
 Two-Keyed Lock / int_52a32f67
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The Cloverfield Paradox. Two keys are required to fire the particle accelerator. When Jensen tries to stop the process, she has to kill Monk and take his key before going to kill Schmidt, who holds the other.
 Two-Keyed Lock / int_52a32f67
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1.0
 Two-Keyed Lock / int_52a32f67
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 The Cloverfield Paradox
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Two-Keyed Lock / int_52a32f67
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Two-Keyed Lock
 Two-Keyed Lock / int_52a7b781
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Kamen Rider Geats: In order to grant the wishes made by Desire Grand Prix participants, both the Producer and the Game Master have to approve said wish, using their respective Vision Drivers as authorization. Though as it turns out possessing both Drivers is all that's necessary.
 Two-Keyed Lock / int_52a7b781
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 Kamen Rider Geats
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Two-Keyed Lock / int_52a7b781
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Two-Keyed Lock
 Two-Keyed Lock / int_546876cb
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Sonic Boom: "The Curse of Buddy Buddy Temple" features, unsurprisingly, a temple with the theme building team-ship, which doesn't sit well with the two trapped people, Sonic and Dr. Eggman. Inside they have to alternate switches from across rooms to get across lava pools and the classic needing to press buttons at the same time to open doors.
 Two-Keyed Lock / int_546876cb
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1.0
 Two-Keyed Lock / int_546876cb
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 Sonic Boom
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Two-Keyed Lock / int_546876cb
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Two-Keyed Lock
 Two-Keyed Lock / int_5586ce95
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Mario Party:
Mario Party 5: In the minigame ID UFO, two pairs of characters have to press the UFO icons that match the ones shown in front of them. The caveat is that, for each team, the two correct icons have to be pressed at the same time (each by one character), and doing so grants a point to that team while replacing all present UFOs with the next batch. Whichever team manages to score three points will win; but if neither succeeds at that after 60 seconds, the minigame ends in a tie.
Mario Party DS: In the minigame Cube Crushers, two teams of characters are navigating through a maze filled with breakable ice cubes, and at the end of each room there are two switches that open the door that leads to the next part. Each team has to punch the ice cubes to break them (they must be careful not to break certain cubes marked with a question mark, as they may end up freezing for a short time; other blocks have a Starman that helps them break stronger blocks, though) and reach the switches, which have to be punched at the same time (each switch is located in a side of the door, so it's required that the two characters approach them separately) so the door to the next room opens. A total of three rooms awaits for each team, and in all cases the door has to be opened the same way. The first team to reach the exit wins.
 Two-Keyed Lock / int_5586ce95
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1.0
 Two-Keyed Lock / int_5586ce95
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 Mario Party (Video Game)
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Two-Keyed Lock / int_5586ce95
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Two-Keyed Lock
 Two-Keyed Lock / int_5589ebc1
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Deathlands. In "Ice and Fire", three keys are required to open the molly-guard over a Big Red Button. As the places where the keys were kept are likely nuked out of existence, a tiny charge of C4 does the job instead.
 Two-Keyed Lock / int_5589ebc1
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 Two-Keyed Lock / int_5589ebc1
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 Deathlands
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Two-Keyed Lock / int_5589ebc1
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Two-Keyed Lock
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PAYDAY 2 has a couple of examples. Two vaults in the game require two key cards to open. Shadow Raid's vault holds the very valuable Samurai Armour, whereas the vault in GO Bank contains all of the deposit boxes that the players need to open to finish the heist.
 Two-Keyed Lock / int_58a0656b
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 PAYDAY 2 (Video Game)
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Two-Keyed Lock / int_58a0656b
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Two-Keyed Lock
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Both castles of Dhaos in Tales of Phantasia feature doors that can only be opened when 4 (and later 5) people stand in front of them, basically ensuring that the player has to reunite the party.
 Two-Keyed Lock / int_58cf4968
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 Two-Keyed Lock / int_58cf4968
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 Tales of Phantasia (Video Game)
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Two-Keyed Lock / int_58cf4968
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Two-Keyed Lock
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The Elder Scrolls V: Skyrim: The vault of the Thieves' Guild has one of these, with the keys being owned by the most powerful members of the guild. No one realizes it's already been emptied by Guildmaster Mercer Frey, using a magical lockpick he stole from the goddess Nocturnal.
 Two-Keyed Lock / int_5908ee91
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1.0
 Two-Keyed Lock / int_5908ee91
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 The Elder Scrolls V: Skyrim (Video Game)
hasFeature
Two-Keyed Lock / int_5908ee91
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Two-Keyed Lock
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In Ready Player One, the third gate requires three people to open it at once. This slows down IOI when they get to the gate first, because it appears to only be one keyhole; the trick to having the other two show up is to have three people sing the Schoolhouse Rock! song "Three is a Magic Number".
 Two-Keyed Lock / int_5ab7ccaf
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1.0
 Two-Keyed Lock / int_5ab7ccaf
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 Ready Player One
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Two-Keyed Lock / int_5ab7ccaf
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Two-Keyed Lock
 Two-Keyed Lock / int_5ada53ed
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James Bond:
GoldenEye had this for the titular weapon as well, defeated by simply having two villains working together. Interestingly, this was replicated in the secret underground base as well.
No Time to Die: SPECTRE raids a secret MI6 laboratory and demands access to one of the biovaults, which requires two scientists. The moment the two are identified, the others are shot dead, then when the weapon they are after has been removed, one of the scientists is killed and the other taken with them.
 Two-Keyed Lock / int_5ada53ed
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Two-Keyed Lock / int_5ada53ed
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Two-Keyed Lock
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Star Wars: Allegiance: Mara Jade's field gear includes a lightsaber hidden inside an innocuous-looking data analysis unit. The unit has three hidden catches which must be tripped simultaneously to open it, only two of which can be reached at once by humanoid beings. Mara uses her hands on those and trips the third telekinetically with the Force.
 Two-Keyed Lock / int_5b31bf
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1.0
 Two-Keyed Lock / int_5b31bf
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 Star Wars: Allegiance
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Two-Keyed Lock / int_5b31bf
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Two-Keyed Lock
 Two-Keyed Lock / int_5b530440
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Mario Party 5: In the minigame ID UFO, two pairs of characters have to press the UFO icons that match the ones shown in front of them. The caveat is that, for each team, the two correct icons have to be pressed at the same time (each by one character), and doing so grants a point to that team while replacing all present UFOs with the next batch. Whichever team manages to score three points will win; but if neither succeeds at that after 60 seconds, the minigame ends in a tie.
 Two-Keyed Lock / int_5b530440
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1.0
 Two-Keyed Lock / int_5b530440
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 Mario Party 5 (Video Game)
hasFeature
Two-Keyed Lock / int_5b530440
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Two-Keyed Lock
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This is also a common type of puzzle in Sonic Heroes, where all three teammates have to stand on switches at the same time to activate a door or gimmick. While at the start these puzzles boil down to running through a line of switches in Power formation, later stages have the switches located in completely different corners of an area, resulting in a hybrid Escort Mission and No-Gear Level where you have to leave your teammates behind at switches as you travel to the next while making sure said teammates remain safe.
 Two-Keyed Lock / int_5b686581
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Two-Keyed Lock / int_5b686581
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Two-Keyed Lock
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Goldion Crusher in GaoGaiGar uses this method, a step up from the Hammer, which just required one key. It's unsurprising as to why, given that the thing destroyed an entire star the one time it was ever used.
 Two-Keyed Lock / int_5b8afa32
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Two-Keyed Lock / int_5b8afa32
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Two-Keyed Lock
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Used for drama in Iconoclasts with the rocket launch to the small moon. One of the two parties doesn't want to activate the rocket because it means the likely death of Robin, the main character, in spite of her deeming the risk worth it and wanting to go.
 Two-Keyed Lock / int_5beb06bd
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 Iconoclasts (Video Game)
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Two-Keyed Lock / int_5beb06bd
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Two-Keyed Lock
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In some missions in Warframe, you may encounter doors that require two players standing by their control panels in order to open. If there is only one player in the squad, activating one of the panels will suffice.
 Two-Keyed Lock / int_5bfa9c98
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1.0
 Two-Keyed Lock / int_5bfa9c98
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 Warframe (Video Game)
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Two-Keyed Lock / int_5bfa9c98
 Two-Keyed Lock / int_5c3b1859
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Two-Keyed Lock
 Two-Keyed Lock / int_5c3b1859
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Captain America: Civil War opens with a Hydra scientist entering a research lab in Siberia. Just to get inside the front door involves this trope, as there are two guards standing on either side of the huge door to open it for him.
 Two-Keyed Lock / int_5c3b1859
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 Captain America: Civil War
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Two-Keyed Lock / int_5c3b1859
 Two-Keyed Lock / int_5e91c79
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Two-Keyed Lock
 Two-Keyed Lock / int_5e91c79
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Resident Evil 0, considering its focus on the partner system, also had a few puzzles like this, including one literal two-keyed lock right at the end.
 Two-Keyed Lock / int_5e91c79
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1.0
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Two-Keyed Lock / int_5e91c79
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Two-Keyed Lock
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Oddly enough, only two "puzzles" in Resident Evil 4 need Leon and Ashley to do this.
 Two-Keyed Lock / int_5e91c7d
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 Two-Keyed Lock / int_5e91c7d
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 Resident Evil 4 (Video Game)
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Two-Keyed Lock / int_5e91c7d
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Two-Keyed Lock
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However Resident Evil 5 has loads of these to prevent you from leaving your partner behind.
 Two-Keyed Lock / int_5e91c7e
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 Two-Keyed Lock / int_5e91c7e
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 Resident Evil 5 (Video Game)
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Two-Keyed Lock / int_5e91c7e
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Two-Keyed Lock
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Resident Evil 6 has random doors all over the place that require two people to hold down buttons on either side of the frame for them to open. Nothing valuable is behind them, they're just another way to make sure you don't leave your partner behind.
 Two-Keyed Lock / int_5e91c7f
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 Resident Evil 6 (Video Game)
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Two-Keyed Lock / int_5e91c7f
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Two-Keyed Lock
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xkcd uses a two-keyed missile launch system to make an analogy about cyclical software security development. A device is developed to make the launch system more convenient to use by allowing one person to turn both keys—but since that's a security risk, the device itself is then locked with two keys.
 Two-Keyed Lock / int_6059ad6b
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 xkcd (Webcomic)
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Two-Keyed Lock / int_6059ad6b
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Two-Keyed Lock
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In Hostile Waters, launching the K-219's missiles requires two keys, one held by Captain Britanov and the other held by Security Officer Pshenishny. The launch procedure is not shown, but the security surrounding the keys is - each key is kept locked in a safe in its holder's cabin, with the safes requiring both a second key and a combination to open. The two key holders are also required to inspect each other's keys periodically, verifying in the presence of another officer that they are "in good order and secure."
 Two-Keyed Lock / int_60f2a29c
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Two-Keyed Lock / int_60f2a29c
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Two-Keyed Lock
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In Dragon Age: Origins, there are two such locks that the Mage Warden must overcome. The first requires a password passed down through the Chantry followed by a spell by a mage that has passed the Harrowing, the second literally requires two keys, one held by First Enchanter Irving, and the other by Knight Commander Gregor. The keys are needed because the second door has Anti-Magic properties preventing the Warden from just blasting through it.
 Two-Keyed Lock / int_629cd094
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1.0
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Two-Keyed Lock / int_629cd094
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Two-Keyed Lock
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In The Mansion of E, Carmal uses the existence of such a system to deduce that a certain machine is more important than she had been aware.
 Two-Keyed Lock / int_6392a219
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1.0
 Two-Keyed Lock / int_6392a219
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Two-Keyed Lock / int_6392a219
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Two-Keyed Lock
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Present early on in Deep Fear, as you have to get the two keys from the people charged with their safekeeping (both incapacitated) to abort a nuclear missile launch from a damaged submarine. Although, both slots are within arm's reach from a single spot...
 Two-Keyed Lock / int_64272d4f
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Two-Keyed Lock / int_64272d4f
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Two-Keyed Lock
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In Dreamfall Chapters, the gates in the tunnels below Propast require two people to push buttons simultaneously to open them.
 Two-Keyed Lock / int_65da1231
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1.0
 Two-Keyed Lock / int_65da1231
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 Dreamfall Chapters (Video Game)
hasFeature
Two-Keyed Lock / int_65da1231
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Two-Keyed Lock
 Two-Keyed Lock / int_66394ca4
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In Neuromancer, the artificial intelligence Wintermute can only be freed from its programming constraints if one person speaks a password into a particular computer terminal just as another one breaks through the software defenses.
 Two-Keyed Lock / int_66394ca4
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1.0
 Two-Keyed Lock / int_66394ca4
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 Neuromancer
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Two-Keyed Lock / int_66394ca4
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Two-Keyed Lock
 Two-Keyed Lock / int_66b7b92d
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In Jedi Knight II: Jedi Outcast, the prison where Jan is kept is like this, with about five or six consecutive doors. Holding down the switch in between two doors holds those two doors open only, so you have to open the doors, wait for Jan to walk through to open the doors for you, and continue until you leapfrog your way out.
 Two-Keyed Lock / int_66b7b92d
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1.0
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1.0
 Jedi Knight II: Jedi Outcast (Video Game)
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Two-Keyed Lock / int_66b7b92d
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Two-Keyed Lock
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Robot Odyssey has a progressive series of these, starting with having to coordinate two robots to complete a task, to the culmination of the fourth level requiring all four robots to separate operate their switches to free a fifth robot. Then, in the fifth level, those five robots need to work together in programmed coordination to solve the final puzzles.
 Two-Keyed Lock / int_670b5c21
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1.0
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Two-Keyed Lock / int_670b5c21
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Two-Keyed Lock
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The lab where the Extremis samples were kept in Iron Man: Extremis. This was a key plot point.
 Two-Keyed Lock / int_6a4bddd6
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1.0
 Two-Keyed Lock / int_6a4bddd6
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 Iron Man (Comic Book)
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Two-Keyed Lock / int_6a4bddd6
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Two-Keyed Lock
 Two-Keyed Lock / int_6bff288f
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One way Banjo-Tooie enforces use of the Split Up mechanic is by having doors that open only when two Pressure Plates are occupied by a bear and bird at the same time.
 Two-Keyed Lock / int_6bff288f
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1.0
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Two-Keyed Lock / int_6bff288f
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Two-Keyed Lock
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Transistor: In the tutorial area, Red has to use Turn() to speed herself up enough to activate two Break Points at nearly the same time to unlock the path forward. Without Turn(), each Break Point relocks too fast for both to be unlocked at the same time.
 Two-Keyed Lock / int_6db5698
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1.0
 Two-Keyed Lock / int_6db5698
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1.0
 Transistor (Video Game)
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Two-Keyed Lock / int_6db5698
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Two-Keyed Lock
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Crimson Tide: 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.
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.
Aside from the captain and XO having their own arming keys, the captain's safe has additional keys that needed to be passed out to other crew members during launch preparations. The missile launching switch itself was also located in the Missile Control Compartment, behind a multi-door safe; only the weapons officer (played by Viggo Mortensen) had the combinations to the locks.
In addition, when the launch order comes in, two officers are required to authenticate it. One reads a random series of letters printed on the order while the other one reads a series of letters from an authenticator kept aboard ship. If both sequences match, the order is authentic.
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The Cave has several puzzles require characters to pull switches/stand on pressure pads to allow other characters to past. Also a literal three-keyed-lock is in the scientist level. This is in fact a central theme of the plot: the parties exploring The Cave are complete strangers with nothing in common save that they all have goals they can't seem to achieve, and this place makes those goals achievable - but not without the assistance of said strangers. This trope is thus pervasively used (both out-of-game by the designers and in-game by The Cave itself) to turn What You Are in the Dark into a group experience.
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Smallville: A villain manages to activate a nuclear silo by threatening the operators to help him turn the keys. Then he kills the operators anyway. There's a reason real-life nuclear silo operators are trained to die before giving up their keys.
 Two-Keyed Lock / int_6f734712
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 Smallville
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In Chaotic, the Doors of the Deepmines, that act as the M'arillians' prison requires four keys held by the other four tribes to open.
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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.
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The Fire Temple's inner sanctum in Avatar: The Last Airbender can only be opened by five simultaneous fireblasts. A "fully realized Avatar" could do it single-handedly, but it otherwise requires five powerful and fully-trained firebenders.
 Two-Keyed Lock / int_72262aee
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 Avatar: The Last Airbender
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Resident Evil:
Oddly enough, only two "puzzles" in Resident Evil 4 need Leon and Ashley to do this.
However Resident Evil 5 has loads of these to prevent you from leaving your partner behind.
Resident Evil 0, considering its focus on the partner system, also had a few puzzles like this, including one literal two-keyed lock right at the end.
Resident Evil 6 has random doors all over the place that require two people to hold down buttons on either side of the frame for them to open. Nothing valuable is behind them, they're just another way to make sure you don't leave your partner behind.
Resident Evil – Code: Veronica has one such lock to the weapon used to defeat the Final Boss. Chris and Claire activate it in a cutscene before the final battle.
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The Legend of Zelda:
The Legend of Zelda: 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 (Deku Link's statue is too light to be used for switch pressing).
The Legend of Zelda: Four Swords: There are 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"!
The Legend of Zelda: Spirit Tracks: There's a good number of two-keyed puzzles in the game. 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.
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Joked about in a What If? entry with the National Weather Service having a special snow measuring board:
 Two-Keyed Lock / int_7698b31d
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 What If? (Blog)
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Referenced in an episode of Seinfeld, where George's girlfriend refuses to accept their break-up. Both she and Jerry compare this to launching missiles from a submarine (Jerry says it's not the same, but George's girlfriend says it is).
 Two-Keyed Lock / int_7884ec15
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 Seinfeld
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WarGames, to control a nuclear launch. One officer gets held at gunpoint for refusing to turn his key when ordered, even though it was just a drill. That inspires NORAD to turn over launch control to an AI and leads to the main plot of the movie.
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In the Mass Effect 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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The Librarian has this, as two security guards are needed to activate the elevator leading down to the actual Library.
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Used occasionally in Star Wars: The Old Republic, particularly for obtaining a few of the datacrons hidden throughout the game world. This can be rather frustrating, as it's sometimes difficult to find another player willing to perform the task with you.
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 Star Wars: The Old Republic (Video Game)
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Played with in Under Siege 2: Dark Territory, where it was two passwords on computer keyboards that needed to be entered simultaneously.
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 Under Siege 2: Dark Territory
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A small example in Mega Man X: Command Mission: the intro stage involves waiting for a certain tone from Zero to hit a button and unlock a set of doors. Subverted in that Zero is controlled by the game and not the player. And your reward for messing up the timing? A battle against three Preons.
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The Cyclops system in Mobile Suit 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. This was reduced to 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.
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Star Trek:
One can actually see this decay in the franchise. In the days of the original series, voice-print match and codes from three senior officers are necessary to activate the auto-destruct sequence. In the days of TNG and DS9, it only takes two with biometric hand scans, and requires both to disable it. By the time of Voyager, Janeway could apparently destroy the entire ship on a whim.
Played with in the episode "Cathexis". An alien consciousness is floating around Voyager, possessing various people long enough for them to enter various commands in their computer, then moving on. At one point Janeway considers dividing the command codes between herself and the security chief, as the alien can only possess one person at a time.
This actually becomes a plot point in "11001001". The Bynars load the Enterprise's main computer with all the data from their home planet. In order to download it back into the planet's mainframe, a passcode needs to be entered. However, since the Bynars always operate in pairs the passcode has to be entered at two separate terminals simultaneously.
The Xindi 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 when three of Council races back out. Unfortunately, the Reptilians and Insectoids abduct Hoshi and force her to crack a third code. By the time the Insectoids realize they've been played, they've already supplied their code and as such aren't needed anymore. Interestingly, while arming the ship requires three codes, launching it can apparently be done with two.
In the TNG episode "Interface", it's explained that it requires two senior officers' authorizations to deactivate the holodeck's safety protocols (though some subsequent TNG-era stories ignored this detail, e.g. Star Trek: First Contact has Picard disengaging the protocols by himself).
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In Gargoyles, when Halcyon Renard's second, fully-automated airship is sabotaged, he goes to the bridge to take it off a collision course, only to realize that two people are needed at two different consoles to perform emergency course corrections.
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RuneScape:
The Dungeoneering skill has two variants on this, in the lever room and follow-the-statue-leaders emote rooms.
Getting to the king dagganoths requires two people (or one person and a pet rock) to get past any of the three entrances to the monsters, then three people (each having gone down a different path) to open the door to the kings' lair. The rune thrownaxe was later introduced to circumvent it, as its special attack lets it ricochet off of all three ends.
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The Four Shrines in Final Fantasy IX must be activated simultaneously, but the only impact this has on gameplay is forcing you to fight a boss with just two characters; you don't control the rest.
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Final Fantasy XI has the Three Mage Gate, which requires three different classes of mage to stand on panels to open initially, though once you pass the gate, you can obtain a charm that allows you to open the gate yourself.
 Two-Keyed Lock / int_86814e94
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In Axe Cop when they're visiting Magic World they have to insert two magic wands on the side of a gate at the same time to get in. Not that they get very far after that point.
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In Brain Divided, when Jon's right and left brains finally settle their difference, they both turn a key to prompt Jon to confess his love to Scarlet.
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Opening the shuttle bay door in Space Quest 6 requires two people (or one person with another person's arm appendage). Interestingly enough, this trope is inverted any and all of the auto-destruct sequences in the series.
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Starward Lovers: The door to the core module requires two agents to open; two switches set a distance apart must be pulled simultaneously.
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Two-Keyed Lock
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In Spider-Man: Shattered Dimensions, the 2099-verse frequently requires two or more scientists working at separate consoles to open a door. Your job is to keep them alive until they've done it.
 Two-Keyed Lock / int_8cb09143
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Snatcher has a three-keyed one in located in Queens Hospital.
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Batman: The Animated Series: In "The Lion and the Unicorn", the missile requires two codes. Alfred knows one and Freddie knows the other.
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 Batman: The Animated Series
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Chip's Challenge: A unique version appears in the 121st level, Perfect Match. There's a meandering corridor from whence cloned fireballs are moving to die in a moat of water. Right in front of the clone machine is a toggle door that opens and closes when the level's green buttons are being pressed. Ideally, the door should be closed so the corridor clears up and Chip can reach the exit, but in the central area of the level there are two paths where fireballs move, and each path happens to have a green button as well (and they're pressed whenever Chip or a mook steps onto them). The trope comes into play when Chip makes it so those two buttons are pressed at the same time, canceling out the toggle command and leaving the clone machine's door in its current state (open or closed); this is easier said than done, because it requires pushing a block to kill any surplus fireballs in one of the routes (the other cannot be manipulated), and any mistake will require him to clone new fireballs in that route to recalibrate. Chip can then press a green button in his area in case the toggle door remains open (after the fireballs' pressing match is done) in order to close it, allowing him to finally reach the exit.
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Used to shut down honey production in Bee Movie.
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 Bee Movie
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Earlier on in the original series, the energy source hidden in the Plumbers' base at Mount Rushmore can only be accessed with two special keys hidden on opposite sides of the country.
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 Ben 10
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In Yu-Gi-Oh! GX, Duel Academy Island is the home of the three Sacred Beasts (essentially evil versions of the Egyptian God Cards), which are sealed away beneath the academy. Unlocking them requires seven keys which are being targeted by the Shadow Riders; to protect the keys, Chancellor Shepard entrusts them to Jaden Yuki and his friends.
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In Freeman's Mind, 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 Big Red Button 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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The Soldier. In the ICBM base, the keys are only to open the glass panels covering two red-handled levers which perform the same function.
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Resident Evil – Code: Veronica has one such lock to the weapon used to defeat the Final Boss. Chris and Claire activate it in a cutscene before the final battle.
 Two-Keyed Lock / int_9e003c9
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 Resident Evil – Code: Veronica (Video Game)
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Irredeemable. After Plutonian returns and seems intent on killing everyone on Earth, the representatives of China and Japan approach the acting President of the United States with news of a weapon that will defeat the supervillain, but will also kill billions through slow radiation poisoning. It requires all three of them to activate, not only for the usual reasons but also so they share responsibility for this heinous act.
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Unfortunately frequent in the PS2-exclusive expansion Decay, where the designers' idea of co-operative gameplay was to include puzzles that require two players to work synchronously to be solved efficiently, such as turning switches on opposing sides of a room simultaneously.
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 Half-Life: Decay (Video Game)
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Steel Rain. After the ruler of North Korea is wounded in a coup, what looks like a smart watch is removed from his wrist but when South Korean intelligence try to examine the watch they find it's heavily encoded. Meanwhile the coup leader is trying to activate North Korea's nuclear arsenal. He's handed the code generator, but is told there's a second code generator that their Great Leader always carried with him. So he has military hackers break the codes of the individual nukes and is able to launch one of them that way. However the protagonist pretends he's stolen the watch and brings it back to him; it's been replaced with a Tracking Device enabling an airstrike to be called in on the coup leader's secret bunker.
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1.0
 Steel Rain
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Two-Keyed Lock / int_9f6b21c5
 Two-Keyed Lock / int_a0123d2d
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Two-Keyed Lock
 Two-Keyed Lock / int_a0123d2d
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The second site Hua Yin explores in The Dao of the Awakened has a door requiring simultaneous channeling of Qi at two points too far apart for one person. Later, there is a bridge which must be maintained active by one person while another crosses.
 Two-Keyed Lock / int_a0123d2d
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1.0
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1.0
 The Dao of the Awakened (Roleplay)
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Two-Keyed Lock / int_a0123d2d
 Two-Keyed Lock / int_a1cc12a4
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Two-Keyed Lock
 Two-Keyed Lock / int_a1cc12a4
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Averted in Big Trouble, where a nuclear bomb in a suitcase gets lost in Miami.
 Two-Keyed Lock / int_a1cc12a4
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-1.0
 Two-Keyed Lock / int_a1cc12a4
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 Big Trouble
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Two-Keyed Lock / int_a1cc12a4
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Two-Keyed Lock
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Oddworld - Abe's Exoddus has a lot of these. Abe can turn one wheel, but there's often more than one required to unlock a door/move a platform/whatever, so you need to bring other Mudokons along and order them to turn the wheels. The timing's fairly forgiving, so assembling the Mudokons is usually the main problem... with one exception, where it's two levers instead of wheels.
 Two-Keyed Lock / int_a4ae80d6
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1.0
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 Oddworld (Video Game)
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Two-Keyed Lock / int_a4ae80d6
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Two-Keyed Lock
 Two-Keyed Lock / int_a4e6a00a
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Skies of Arcadia has 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(for a double dose of irony, it was to make enough money to go looking for each other).
 Two-Keyed Lock / int_a4e6a00a
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1.0
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 Skies of Arcadia (Video Game)
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Two-Keyed Lock / int_a4e6a00a
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Two-Keyed Lock
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The nuclear missile locks in The Hunt for Red October 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 movie plays with the idea that Ramius has gone mad and intends to start WW3, but in the novel this idea is rejected as 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 in the book) system was also used on a safe in the submarine that contained the mission orders and code books. Moreover, while the movie version plays up that Captain Ramius took both launch keys as if he could single-handedly activate the missiles, the locks are intentionally positioned far apart enough in the room that it is physically impossible for one man to turn both keys simultaneously.
 Two-Keyed Lock / int_a6658fee
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1.0
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1.0
 The Hunt for Red October
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Two-Keyed Lock / int_a6658fee
 Two-Keyed Lock / int_a6bce733
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Two-Keyed Lock
 Two-Keyed Lock / int_a6bce733
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Astral Chain has a few puzzles in which you must stand on one switch and your Legion must stand on the other at the same time to unlock a door.
 Two-Keyed Lock / int_a6bce733
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1.0
 Two-Keyed Lock / int_a6bce733
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1.0
 Astral Chain (Video Game)
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Two-Keyed Lock / int_a6bce733
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Two-Keyed Lock
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During the first season finale of SeaQuest DSV, Captain Bridger and Commander Ford use their keys to arm the ship's nuclear warheads as a Self-Destruct Mechanism to seal a massive crack in the ocean floor.
 Two-Keyed Lock / int_a78fff6d
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1.0
 Two-Keyed Lock / int_a78fff6d
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1.0
 SeaQuest DSV
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Two-Keyed Lock / int_a78fff6d
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Two-Keyed Lock
 Two-Keyed Lock / int_a796bde8
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In Metal Gear Solid, the player must find three card keys to deactivate Metal Gear Rex late in the game. The twist, however, is that the one key Snake obtains is actually all three keys. The key is made of shape memory alloy, so depending on what extreme temperatures Snake subjects the key to, it changes into each of the keys.
There's also a two-part code, each part memorized by DARPA chief Donald Anderson and ArmsTech president Kenneth Baker, respectively. The PAL key option is stated to be a backup, as a way to disable Rex once the code has been entered, or to enable it if the code is somehow lost. Snake is led to believe Psycho Mantis extracted Anderson's code, even though it should have been impossible, while Baker gave in to Revolver Ocelot's torture. It turns out Ocelot inadvertently killed Anderson before getting him to break, requiring Decoy Octopus to impersonate him and have Snake figure out the key system so they could activate Rex.
 Two-Keyed Lock / int_a796bde8
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1.0
 Two-Keyed Lock / int_a796bde8
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1.0
 Metal Gear Solid (Video Game)
hasFeature
Two-Keyed Lock / int_a796bde8
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Two-Keyed Lock
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Final Fantasy:
Used as a minigame in Final Fantasy VII, where to open a security door three party members must push three widely separated buttons at the same time, the player only controls Cloud and has to timed their button press with Tifa and Barret's automatic button presses.
The Four Shrines in Final Fantasy IX must be activated simultaneously, but the only impact this has on gameplay is forcing you to fight a boss with just two characters; you don't control the rest.
Similarly the Fork Tower in Final Fantasy V. The tower will explode if both rewards aren't taken simultaneously, so you're forced to split the party. This isn't an idle threat, either - once one party takes their item, the game switches to the other party, and if you don't grab the item within about a minute you get a Non-Standard Game Over.
Final Fantasy XI has the Three Mage Gate, which requires three different classes of mage to stand on panels to open initially, though once you pass the gate, you can obtain a charm that allows you to open the gate yourself.
 Two-Keyed Lock / int_a81325d3
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1.0
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1.0
 Final Fantasy (Franchise)
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Two-Keyed Lock / int_a81325d3
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Two-Keyed Lock
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Wrath of the Dragon King has a variant with Humbuggle's Game at Stormguard Castle. In order to advance to the next stage of the game, three coins need to be found and thrown into the fountain in the center of the castle simultaneously. However, the coins are enchanted such that any given person can only hold one coin at a time, so at least three separate people must be working together to advance the Game.
 Two-Keyed Lock / int_a8639b13
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1.0
 Two-Keyed Lock / int_a8639b13
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1.0
 Fablehaven
hasFeature
Two-Keyed Lock / int_a8639b13
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Two-Keyed Lock
 Two-Keyed Lock / int_a895e9d3
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Subverted in Portal 2, where a timed two-switch interlock to open a blast door is defeated by using the portal gun to cross the entire fifty-foot wide room to hit both switches within the time limit, rendering the safety spacing irrelevant.
 Two-Keyed Lock / int_a895e9d3
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-0.3
 Two-Keyed Lock / int_a895e9d3
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1.0
 Portal 2 (Video Game)
hasFeature
Two-Keyed Lock / int_a895e9d3
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Two-Keyed Lock
 Two-Keyed Lock / int_abe2d676
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In Amazing Grace and Chuck, the explanation of why this is in place in the nuclear missile control room (and why the men stationed in such a secure area are armed) is part of what terrifies Chuck when he's touring the silo.
 Two-Keyed Lock / int_abe2d676
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1.0
 Two-Keyed Lock / int_abe2d676
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1.0
 Amazing Grace and Chuck
hasFeature
Two-Keyed Lock / int_abe2d676
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Two-Keyed Lock
 Two-Keyed Lock / int_af566418
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Ben and Kevin hacked the Omnitrix offscreen in Ben 10: Ultimate Alien to ensure he wouldn't turn into Alien X by accident- a Reality Warper with the huge drawback of a conflicted mind that can't seem to agree on any mode of action- without using two keys to access it on the transformation options screen in case the Godzilla Threshold was crossed.
 Two-Keyed Lock / int_af566418
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1.0
 Two-Keyed Lock / int_af566418
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1.0
 Ben 10: Ultimate Alien
hasFeature
Two-Keyed Lock / int_af566418
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Two-Keyed Lock
 Two-Keyed Lock / int_b083559a
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Batwoman (2019). In "Through the Looking-Glass", supervillain Alice has to get the help of her sister Kate to break Mouse out of Arkham Asylum, because he's being held in a maximum security isolation ward that requires two keys to open, one kept by the Head of Security and the other by the doctor treating Mouse. Averted in a later episode when Alice is able to activate the switchboard to open every cell in Arkham using only a single key.
 Two-Keyed Lock / int_b083559a
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-1.0
 Two-Keyed Lock / int_b083559a
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1.0
 Batwoman (2019)
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Two-Keyed Lock / int_b083559a
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Two-Keyed Lock
 Two-Keyed Lock / int_b3e0e2e0
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In The Sum of All Fears, not a physical lock, but when President Fowler orders a nuclear strike on Iran, he has to get it confirmed by someone else from an approved list. Since both the secretaries of State and Defense are dead, he tries to get CIA Deputy Director Jack Ryan to confirm the order. Ryan refuses, since it's an act of Disproportionate Retribution, using a nuke to kill one man. Turns out to be the right call since Iran wasn't actually behind the nuclear attack at the Super Bowl.
 Two-Keyed Lock / int_b3e0e2e0
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1.0
 Two-Keyed Lock / int_b3e0e2e0
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1.0
 The Sum of All Fears
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Two-Keyed Lock / int_b3e0e2e0
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Two-Keyed Lock
 Two-Keyed Lock / int_b5c385bc
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The door leading to Dr. Kirk's personal lab in Dino Crisis is locked by two key cards. When Regina has both cards in her possession, she calls Gail over so that they can swipe the cards on both key card readers at the same time to unlock the door.
 Two-Keyed Lock / int_b5c385bc
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1.0
 Two-Keyed Lock / int_b5c385bc
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1.0
 Dino Crisis (Video Game)
hasFeature
Two-Keyed Lock / int_b5c385bc
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Two-Keyed Lock
 Two-Keyed Lock / int_b5efd918
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Spoofed in Harley Quinn (2019). In "So You Need A Crew?", Harley is trying to steal a nuclear weapon behind a door. She finds a key and goes to open the lock, only a second lock activates. She finds the second key and with some trouble is able to turn both keys by holding one in her hands and the other in her toes, only for a third lock to activate above the door. Then the Joker walks in with three goons who get the door open easily.
 Two-Keyed Lock / int_b5efd918
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1.0
 Two-Keyed Lock / int_b5efd918
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1.0
 Harley Quinn (2019)
hasFeature
Two-Keyed Lock / int_b5efd918
 Two-Keyed Lock / int_b5fd1359
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Two-Keyed Lock
 Two-Keyed Lock / int_b5fd1359
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Happens all the time in LEGO adaptation games. Many doors can't be passed unless two (or more) characters simultaneously throw switches. Thankfully, unlike many games, the AI is smart enough to move some distance to the other switch, without having to carefully babysit them through each step.
 Two-Keyed Lock / int_b5fd1359
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1.0
 Two-Keyed Lock / int_b5fd1359
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1.0
 LEGO Adaptation Game (Video Game)
hasFeature
Two-Keyed Lock / int_b5fd1359
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Two-Keyed Lock
 Two-Keyed Lock / int_b7db5642
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Stranger Things: Season 3 has the Key, the machine that the Soviets are using to open a portal to the Upside Down, and which can only be turned on or off by a two key system. In the season finale, with Hopper too busy fighting Grigori to turn one of the keys, Joyce wraps her belt around one, giving her just enough room to reach over and turn the other by hand while the belt turns the first.
 Two-Keyed Lock / int_b7db5642
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1.0
 Two-Keyed Lock / int_b7db5642
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1.0
 Stranger Things
hasFeature
Two-Keyed Lock / int_b7db5642
 Two-Keyed Lock / int_b7e2bb69
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Two-Keyed Lock
 Two-Keyed Lock / int_b7e2bb69
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Syndicate (2012): The door to the Eurocorp Data Core is protected by one of these, theoretically making it the most secure room in the entire facility. However, because both key terminals are not immune to hacking and the timespan needed to activate both locks is rather generous, a single Agent with a DART 6 chip can hack both locks rapidly in succession, completely bypassing the security system.
 Two-Keyed Lock / int_b7e2bb69
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1.0
 Two-Keyed Lock / int_b7e2bb69
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1.0
 Syndicate / Videogame
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Two-Keyed Lock / int_b7e2bb69
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Two-Keyed Lock
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The Legend of Zelda: Four Swords: There are 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"!
 Two-Keyed Lock / int_b8a97b98
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-0.3
 Two-Keyed Lock / int_b8a97b98
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1.0
 The Legend of Zelda: Four Swords (Video Game)
hasFeature
Two-Keyed Lock / int_b8a97b98
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Two-Keyed Lock
 Two-Keyed Lock / int_bc11fda9
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A very common puzzle type in Deadly Rooms of Death. As you only control one character, such puzzles generally require manipulating monsters so they move onto pressure plates at the correct time.
 Two-Keyed Lock / int_bc11fda9
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1.0
 Two-Keyed Lock / int_bc11fda9
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1.0
 Deadly Rooms of Death (Video Game)
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Two-Keyed Lock / int_bc11fda9
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Two-Keyed Lock
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The Legend of Zelda: 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 (Deku Link's statue is too light to be used for switch pressing).
 Two-Keyed Lock / int_beac6ffb
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1.0
 Two-Keyed Lock / int_beac6ffb
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1.0
 The Legend of Zelda: Majora's Mask (Video Game)
hasFeature
Two-Keyed Lock / int_beac6ffb
 Two-Keyed Lock / int_bef4b763
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Two-Keyed Lock
 Two-Keyed Lock / int_bef4b763
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The Lost in Space movie required two keys to activate the hyperdrive.
 Two-Keyed Lock / int_bef4b763
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1.0
 Two-Keyed Lock / int_bef4b763
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1.0
 Lost in Space
hasFeature
Two-Keyed Lock / int_bef4b763
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Two-Keyed Lock
 Two-Keyed Lock / int_c2463c53
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Similarly the Fork Tower in Final Fantasy V. The tower will explode if both rewards aren't taken simultaneously, so you're forced to split the party. This isn't an idle threat, either - once one party takes their item, the game switches to the other party, and if you don't grab the item within about a minute you get a Non-Standard Game Over.
 Two-Keyed Lock / int_c2463c53
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1.0
 Two-Keyed Lock / int_c2463c53
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1.0
 Final Fantasy V (Video Game)
hasFeature
Two-Keyed Lock / int_c2463c53
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Two-Keyed Lock
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Doctor Who:
"Journey's End": The Osterhagen Key, a Self-Destruct Mechanism for the Earth, can only be activated if three out of five stations are manned.
"Dinosaurs on a Spaceship" has a manual override for the navigational system that requires two people "of the same gene-chain" to unlock it and pilot the ship. Fortunately any old DNA will do, and not just the DNA of the builders.
Averted in "Cold War": the launch control system of a Soviet nuclear submarine allows an Ice Warrior to retarget its missiles and ready them for launch using a single key taken from the executive officer. It is an aversion, since the plot hinges on this being possible, but ultimately we don't get to see if the two-key security actually was compromised.
Averted in "The Day of the Doctor", when Kate Stewart is able to order the destruction-by-nuke of the Black Archive by herself.
 Two-Keyed Lock / int_c43df4d8
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 Doctor Who
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Two-Keyed Lock / int_c43df4d8
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Two-Keyed Lock
 Two-Keyed Lock / int_cb6abea3
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The mechanism for detonating KaibaCorp Island in Yu-Gi-Oh! requires two key cards to activate.
 Two-Keyed Lock / int_cb6abea3
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1.0
 Two-Keyed Lock / int_cb6abea3
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 Yu-Gi-Oh!
hasFeature
Two-Keyed Lock / int_cb6abea3
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Two-Keyed Lock
 Two-Keyed Lock / int_cb6c417f
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Tormented Souls: The door to the bunker is locked by two widely separated retinal scanners. The cult is keen on twins, and the idea is that the door will be only unlocked by having one identical twin at each scanner. Caroline needs to get in, but there's only one of her. The solution is to go back in time to the beginning of the game and remove an eye from Caroline's unconscious past self to place next to the other scanner, thus solving the mystery of why Caroline woke up at the beginning with a missing eye.
 Two-Keyed Lock / int_cb6c417f
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1.0
 Two-Keyed Lock / int_cb6c417f
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1.0
 Tormented Souls (Video Game)
hasFeature
Two-Keyed Lock / int_cb6c417f
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Two-Keyed Lock
 Two-Keyed Lock / int_cddb86b2
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Ratchet & Clank Future: A Crack in Time includes a variation of this. Clank must use his newly-acquired 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.
 Two-Keyed Lock / int_cddb86b2
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1.0
 Two-Keyed Lock / int_cddb86b2
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1.0
 Ratchet & Clank Future: A Crack in Time (Video Game)
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Two-Keyed Lock / int_cddb86b2
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Two-Keyed Lock
 Two-Keyed Lock / int_ce67d43a
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Tales of Xillia has a gate that needs to be opened by two switches being charged with mana at the same time. The player is led to believe it'll be a timing puzzle like in Final Fantasy VII, but the whole thing is done automatically via cutscene. The point of it is just to show that Leia isn't very good at channeling mana.
 Two-Keyed Lock / int_ce67d43a
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1.0
 Two-Keyed Lock / int_ce67d43a
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1.0
 Tales of Xillia (Video Game)
hasFeature
Two-Keyed Lock / int_ce67d43a
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Two-Keyed Lock
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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 even though one can arbitrarily give out the positions necessary to do so.
Pops up again in the last season where a pair of (stupid) gang leaders join forces to shake down the locals. They find a key to open a ship they want. Only at the moment when they both have to enter the keys to get the door open they get greedy and turn on each other.
 Two-Keyed Lock / int_d109f322
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1.0
 Two-Keyed Lock / int_d109f322
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 Andromeda
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Two-Keyed Lock / int_d109f322
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Two-Keyed Lock
 Two-Keyed Lock / int_d461f757
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In Battlestar Galactica (2003), the nuclear launch tubes on battlestars are controlled by two-keyed locks.
 Two-Keyed Lock / int_d461f757
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1.0
 Two-Keyed Lock / int_d461f757
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1.0
 Battlestar Galactica (2003)
hasFeature
Two-Keyed Lock / int_d461f757
 Two-Keyed Lock / int_d4c96eb9
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Two-Keyed Lock
 Two-Keyed Lock / int_d4c96eb9
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In the "purple world" of Braid a few parts require synchronized or simultaneous flipping of switches or unlocking of doors, using that world's gimmick.
 Two-Keyed Lock / int_d4c96eb9
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1.0
 Two-Keyed Lock / int_d4c96eb9
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 Braid (Video Game)
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Two-Keyed Lock / int_d4c96eb9
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Two-Keyed Lock
 Two-Keyed Lock / int_d5fa2a21
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Darksiders II has few. Several dungeons has Death commanding up to ghosts which results in many cases of this. Then later in the game Death gains the ability to split his soul into two which generally follows this trope more clearly as you have to control both to perform the same actions at the same time.
It also turns out the that the final door in the game requires two keys, and they have to be turned at the same time for the door to open.
 Two-Keyed Lock / int_d5fa2a21
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1.0
 Two-Keyed Lock / int_d5fa2a21
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1.0
 Darksiders II (Video Game)
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Two-Keyed Lock / int_d5fa2a21
 Two-Keyed Lock / int_d69208d2
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Two-Keyed Lock
 Two-Keyed Lock / int_d69208d2
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Codename: Kids Next Door: One episode features a room where the way in cannot be unlocked without two high-ranked operatives inserting their boogers and reciting their respective passcodes.
 Two-Keyed Lock / int_d69208d2
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1.0
 Two-Keyed Lock / int_d69208d2
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1.0
 Codename: Kids Next Door
hasFeature
Two-Keyed Lock / int_d69208d2
 Two-Keyed Lock / int_d8ba9a46
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Two-Keyed Lock
 Two-Keyed Lock / int_d8ba9a46
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In Dr. Strangelove, the pilot, bombardier and electronic warfare officer each have to operate the first and second safety switches to arm the bombs.
 Two-Keyed Lock / int_d8ba9a46
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1.0
 Two-Keyed Lock / int_d8ba9a46
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1.0
 Dr. Strangelove
hasFeature
Two-Keyed Lock / int_d8ba9a46
 Two-Keyed Lock / int_da448595
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Two-Keyed Lock
 Two-Keyed Lock / int_da448595
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The Legend of Zelda: Spirit Tracks: There's a good number of two-keyed puzzles in the game. 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.
 Two-Keyed Lock / int_da448595
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1.0
 Two-Keyed Lock / int_da448595
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1.0
 The Legend of Zelda: Spirit Tracks (Video Game)
hasFeature
Two-Keyed Lock / int_da448595
 Two-Keyed Lock / int_dbbf2001
type
Two-Keyed Lock
 Two-Keyed Lock / int_dbbf2001
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Prince Roger: You only need one key (of four entrusted to various senior officers) to activate the self-destruct on a Saint ship, but you need at least two keys to deactivate it.
 Two-Keyed Lock / int_dbbf2001
featureApplicability
1.0
 Two-Keyed Lock / int_dbbf2001
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1.0
 Prince Roger
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Two-Keyed Lock / int_dbbf2001
 Two-Keyed Lock / int_dc25de3f
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Two-Keyed Lock
 Two-Keyed Lock / int_dc25de3f
comment
Portal:
The 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.
Subverted in Portal 2, where a timed two-switch interlock to open a blast door is defeated by using the portal gun to cross the entire fifty-foot wide room to hit both switches within the time limit, rendering the safety spacing irrelevant.
 Two-Keyed Lock / int_dc25de3f
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 Two-Keyed Lock / int_dc25de3f
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 Portal / Videogame
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Two-Keyed Lock / int_dc25de3f
 Two-Keyed Lock / int_dd246c83
type
Two-Keyed Lock
 Two-Keyed Lock / int_dd246c83
comment
Madam Secretary. A computer glitch makes it look like Russia has launched its nuclear arsenal at the United States. The ABORT signal is sent just as an ICBM technician has turned his launch key, then a Reveal Shot shows the other technician was a fraction slower and his key hasn't been turned yet.
 Two-Keyed Lock / int_dd246c83
featureApplicability
1.0
 Two-Keyed Lock / int_dd246c83
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1.0
 Madam Secretary
hasFeature
Two-Keyed Lock / int_dd246c83
 Two-Keyed Lock / int_de8fbcb1
type
Two-Keyed Lock
 Two-Keyed Lock / int_de8fbcb1
comment
Godzilla (2014). A nuclear weapon on the deck of a naval vessel is armed via this trope, which along with the spinning cogs, countdown clock, and the keylocks being about three feet apart is presumably for Rule of Drama rather than realism.
 Two-Keyed Lock / int_de8fbcb1
featureApplicability
1.0
 Two-Keyed Lock / int_de8fbcb1
featureConfidence
1.0
 Godzilla (2014)
hasFeature
Two-Keyed Lock / int_de8fbcb1
 Two-Keyed Lock / int_ded9acbd
type
Two-Keyed Lock
 Two-Keyed Lock / int_ded9acbd
comment
No Time to Die: SPECTRE raids a secret MI6 laboratory and demands access to one of the biovaults, which requires two scientists. The moment the two are identified, the others are shot dead, then when the weapon they are after has been removed, one of the scientists is killed and the other taken with them.
 Two-Keyed Lock / int_ded9acbd
featureApplicability
1.0
 Two-Keyed Lock / int_ded9acbd
featureConfidence
1.0
 No Time to Die
hasFeature
Two-Keyed Lock / int_ded9acbd
 Two-Keyed Lock / int_e6267766
type
Two-Keyed Lock
 Two-Keyed Lock / int_e6267766
comment
Star Wars Legends:
In The Truce at Bakura, it is revealed that on Imperial ships the Self-Destruct Mechanism consists of two levers that when pulled together will trigger an immediate reactor overload. While there aren't actual locks, the levers are at opposing sides of the bridge to prevent accidental triggering.
Star Wars: Allegiance: Mara Jade's field gear includes a lightsaber hidden inside an innocuous-looking data analysis unit. The unit has three hidden catches which must be tripped simultaneously to open it, only two of which can be reached at once by humanoid beings. Mara uses her hands on those and trips the third telekinetically with the Force.
 Two-Keyed Lock / int_e6267766
featureApplicability
1.0
 Two-Keyed Lock / int_e6267766
featureConfidence
1.0
 Star Wars Legends (Franchise)
hasFeature
Two-Keyed Lock / int_e6267766
 Two-Keyed Lock / int_e7a9c06c
type
Two-Keyed Lock
 Two-Keyed Lock / int_e7a9c06c
comment
In Paperinik New Adventures, Morgan Fairfax had the remote of his earthquake-generating system with two keys, of which he kept one himself and the other was given to Mary Ann Flagstarr, his bodyguard (who didn't know his plan) without telling her what it was, so Paperinik or others couldn't stop him by force but he was still able to access the key in case he found it necessary. Just in case, he still had a very complex set of codes in place, something that got handy when Flagstarr realized Paperinik was telling the truth and our heroes realized the twin necklaces were the needed keys.
 Two-Keyed Lock / int_e7a9c06c
featureApplicability
1.0
 Two-Keyed Lock / int_e7a9c06c
featureConfidence
1.0
 Paperinik New Adventures (Comic Book)
hasFeature
Two-Keyed Lock / int_e7a9c06c
 Two-Keyed Lock / int_e9cb2780
type
Two-Keyed Lock
 Two-Keyed Lock / int_e9cb2780
comment
In the 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.
 Two-Keyed Lock / int_e9cb2780
featureApplicability
1.0
 Two-Keyed Lock / int_e9cb2780
featureConfidence
1.0
 Gears of War (Video Game)
hasFeature
Two-Keyed Lock / int_e9cb2780
 Two-Keyed Lock / int_ea4f62db
type
Two-Keyed Lock
 Two-Keyed Lock / int_ea4f62db
comment
One of many many secure location tropes parodied in a Family Guy "found a new place to hide my porn" sequence.
 Two-Keyed Lock / int_ea4f62db
featureApplicability
1.0
 Two-Keyed Lock / int_ea4f62db
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 Family Guy
hasFeature
Two-Keyed Lock / int_ea4f62db
 Two-Keyed Lock / int_eb1a2ec5
type
Two-Keyed Lock
 Two-Keyed Lock / int_eb1a2ec5
comment
In The Baroque Cycle, the Pyx is locked with three different locks and, later, kept behind two doors which are each locked with three locks. That doesn't stop Saturn from picking them and getting into it.
 Two-Keyed Lock / int_eb1a2ec5
featureApplicability
1.0
 Two-Keyed Lock / int_eb1a2ec5
featureConfidence
1.0
 The Baroque Cycle
hasFeature
Two-Keyed Lock / int_eb1a2ec5
 Two-Keyed Lock / int_f0d85e4
type
Two-Keyed Lock
 Two-Keyed Lock / int_f0d85e4
comment
Mario Party DS: In the minigame Cube Crushers, two teams of characters are navigating through a maze filled with breakable ice cubes, and at the end of each room there are two switches that open the door that leads to the next part. Each team has to punch the ice cubes to break them (they must be careful not to break certain cubes marked with a question mark, as they may end up freezing for a short time; other blocks have a Starman that helps them break stronger blocks, though) and reach the switches, which have to be punched at the same time (each switch is located in a side of the door, so it's required that the two characters approach them separately) so the door to the next room opens. A total of three rooms awaits for each team, and in all cases the door has to be opened the same way. The first team to reach the exit wins.
 Two-Keyed Lock / int_f0d85e4
featureApplicability
1.0
 Two-Keyed Lock / int_f0d85e4
featureConfidence
1.0
 Mario Party DS (Video Game)
hasFeature
Two-Keyed Lock / int_f0d85e4
 Two-Keyed Lock / int_f3ef0f86
type
Two-Keyed Lock
 Two-Keyed Lock / int_f3ef0f86
comment
The safe deposit vault that Artemis Fowl burgles in The Opal Deception has a lock system like this. Artemis gets around it using an ingenious extending pole disguised as a collapsible scooter (to get it past security).
 Two-Keyed Lock / int_f3ef0f86
featureApplicability
1.0
 Two-Keyed Lock / int_f3ef0f86
featureConfidence
1.0
 Artemis Fowl
hasFeature
Two-Keyed Lock / int_f3ef0f86
 Two-Keyed Lock / int_f7958019
type
Two-Keyed Lock
 Two-Keyed Lock / int_f7958019
comment
Sunshine has a high-tech version; instead of two keys, to override the Master Computer they need the voice patterns from two different crew members. At one point the computer starts turning the spaceship's heat shield towards the sun because a fire has broken out in their oxygen garden, endangering the ship. Unfortunately the captain is EVA on the heat shield, putting his life in danger. One crewman tries to override the computer. A second refuses to do, because their mission (to save the entire human race) is more important than one man's life. A higher ranking officer then backs up the first. The captain then overrides him in turn.
 Two-Keyed Lock / int_f7958019
featureApplicability
1.0
 Two-Keyed Lock / int_f7958019
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1.0
 Sunshine
hasFeature
Two-Keyed Lock / int_f7958019
 Two-Keyed Lock / int_fa5e90fd
type
Two-Keyed Lock
 Two-Keyed Lock / int_fa5e90fd
comment
City of Heroes (as well as some other 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.
 Two-Keyed Lock / int_fa5e90fd
featureApplicability
1.0
 Two-Keyed Lock / int_fa5e90fd
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 City of Heroes (Video Game)
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Two-Keyed Lock / int_fa5e90fd
 Two-Keyed Lock / int_fdbace96
type
Two-Keyed Lock
 Two-Keyed Lock / int_fdbace96
comment
Gravity Falls: In "Not What He Seems", Dipper, Mabel and Soos turn three keys together to reveal the emergency shutdown button for the interdimensional portal.
 Two-Keyed Lock / int_fdbace96
featureApplicability
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 Two-Keyed Lock / int_fdbace96
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Two-Keyed Lock / int_fdbace96
 Two-Keyed Lock / int_ff9ca30
type
Two-Keyed Lock
 Two-Keyed Lock / int_ff9ca30
comment
Metroid Prime 3: Corruption has you do this with a GF trooper in order to activate an elevator. The "trooper" in question is the shape-shifting foe Gandrayda.
 Two-Keyed Lock / int_ff9ca30
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1.0
 Two-Keyed Lock / int_ff9ca30
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 Metroid Prime 3: Corruption (Video Game)
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Two-Keyed Lock / int_ff9ca30

The following is a list of statements referring to the current page from other pages.

 Two-Keyed Lock
processingCategory2
Military and Warfare Tropes
 Two-Keyed Lock
processingCategory2
Stock Video Game Puzzle
 El-Hazard: The Magnificent World / int_31254f02
type
Two-Keyed Lock
 GaoGaiGar / int_31254f02
type
Two-Keyed Lock
 High School Fleet / int_31254f02
type
Two-Keyed Lock
 Lupin III: The First / int_31254f02
type
Two-Keyed Lock
 Neon Genesis Evangelion / int_31254f02
type
Two-Keyed Lock
 The Castle of Cagliostro / int_31254f02
type
Two-Keyed Lock
 What If? (Blog) / int_31254f02
type
Two-Keyed Lock
 The Gun Hero's Arrival (Fanfic) / int_31254f02
type
Two-Keyed Lock
 Amazing Grace and Chuck / int_31254f02
type
Two-Keyed Lock
 Charlie's Angels (2000) / int_31254f02
type
Two-Keyed Lock
 Crimson Tide / int_31254f02
type
Two-Keyed Lock
 Dr. Strangelove / int_31254f02
type
Two-Keyed Lock
 Godzilla (2014) / int_31254f02
type
Two-Keyed Lock
 GoldenEye / int_31254f02
type
Two-Keyed Lock
 Hulk / int_31254f02
type
Two-Keyed Lock
 K-19: The Widowmaker / int_31254f02
type
Two-Keyed Lock
 Last Sentinel (2023) / int_31254f02
type
Two-Keyed Lock
 Osmosis Jones / int_31254f02
type
Two-Keyed Lock
 Star Trek: First Contact / int_31254f02
type
Two-Keyed Lock
 Steel Rain / int_31254f02
type
Two-Keyed Lock
 Superman III / int_31254f02
type
Two-Keyed Lock
 Terminator 2: Judgment Day / int_31254f02
type
Two-Keyed Lock
 The Fate of the Furious / int_31254f02
type
Two-Keyed Lock
 WarGames / int_31254f02
type
Two-Keyed Lock
 White House Down / int_31254f02
type
Two-Keyed Lock
 Neuromancer / int_31254f02
type
Two-Keyed Lock
 Ready Player One / int_31254f02
type
Two-Keyed Lock
 Star Wars: Allegiance / int_31254f02
type
Two-Keyed Lock
 The Dead Zone / int_31254f02
type
Two-Keyed Lock
 What If? 2 / int_31254f02
type
Two-Keyed Lock
 Jallen
seeAlso
Two-Keyed Lock
 Krypton / int_31254f02
type
Two-Keyed Lock
 Last Resort / int_31254f02
type
Two-Keyed Lock
 Severance (2022) / int_31254f02
type
Two-Keyed Lock
 V (1983) / int_31254f02
type
Two-Keyed Lock
 Astral Chain (Video Game) / int_31254f02
type
Two-Keyed Lock
 Black Mesa: Blue Shift (Video Game) / int_31254f02
type
Two-Keyed Lock
 Black★Rock Shooter (Video Game) / int_31254f02
type
Two-Keyed Lock
 Chase the Express (Video Game) / int_31254f02
type
Two-Keyed Lock
 Chip's Challenge (Video Game) / int_31254f02
type
Two-Keyed Lock
 Darksiders II (Video Game) / int_31254f02
type
Two-Keyed Lock
 Deadly Rooms of Death (Video Game) / int_31254f02
type
Two-Keyed Lock
 Devil May Cry (Video Game) / int_31254f02
type
Two-Keyed Lock
 Devil May Cry 4 (Video Game) / int_31254f02
type
Two-Keyed Lock
 Dino Crisis (Video Game) / int_31254f02
type
Two-Keyed Lock
 Disney Universe (Video Game) / int_31254f02
type
Two-Keyed Lock
 Dreamfall Chapters (Video Game) / int_31254f02
type
Two-Keyed Lock
 Guild Wars 2 (Video Game) / int_31254f02
type
Two-Keyed Lock
 Half-Life (Video Game) / int_31254f02
type
Two-Keyed Lock
 Half-Life: Decay (Video Game) / int_31254f02
type
Two-Keyed Lock
 Horizon Forbidden West (Video Game) / int_31254f02
type
Two-Keyed Lock
 Infernal (Video Game) / int_31254f02
type
Two-Keyed Lock
 Jedi Knight II: Jedi Outcast (Video Game) / int_31254f02
type
Two-Keyed Lock
 LEGO Adaptation Game (Video Game) / int_31254f02
type
Two-Keyed Lock
 Legend of Grimrock (Video Game) / int_31254f02
type
Two-Keyed Lock
 Lure of the Temptress (Video Game) / int_31254f02
type
Two-Keyed Lock
 Mario Party 5 (Video Game) / int_31254f02
type
Two-Keyed Lock
 Mario Party DS (Video Game) / int_31254f02
type
Two-Keyed Lock
 Metroid Prime 3: Corruption (Video Game) / int_31254f02
type
Two-Keyed Lock
 Nioh (Video Game) / int_31254f02
type
Two-Keyed Lock
 Ōkamiden (Video Game) / int_31254f02
type
Two-Keyed Lock
 Portal 2 (Video Game) / int_31254f02
type
Two-Keyed Lock
 Resident Evil 0 (Video Game) / int_31254f02
type
Two-Keyed Lock
 Resident Evil 4 (Video Game) / int_31254f02
type
Two-Keyed Lock
 Resident Evil 6 (Video Game) / int_31254f02
type
Two-Keyed Lock
 The Cave (Video Game) / int_31254f02
type
Two-Keyed Lock
 The Legend of Zelda: Majora's Mask (Video Game) / int_31254f02
type
Two-Keyed Lock
 The Legend of Zelda: Spirit Tracks (Video Game) / int_31254f02
type
Two-Keyed Lock
 The X-Files Game (Video Game) / int_31254f02
type
Two-Keyed Lock
 Snatcher (Visual Novel) / int_31254f02
type
Two-Keyed Lock
 A Heist with Markiplier (Web Video) / int_31254f02
type
Two-Keyed Lock
 Freeman's Mind (Web Video) / int_31254f02
type
Two-Keyed Lock
 A SrGrafo in Time (Webcomic) / int_31254f02
type
Two-Keyed Lock
 xkcd (Webcomic) / int_31254f02
type
Two-Keyed Lock
 Avengers Assemble / int_31254f02
type
Two-Keyed Lock
 How to Hook Up Your Home Theater / int_31254f02
type
Two-Keyed Lock
 Inside Out / int_31254f02
type
Two-Keyed Lock
 My Little Pony: Equestria Girls – Forgotten Friendship / int_31254f02
type
Two-Keyed Lock
 Scooby-Doo! and KISS: Rock and Roll Mystery / int_31254f02
type
Two-Keyed Lock
 Sonic Boom / int_31254f02
type
Two-Keyed Lock