Most clock locks that I've seen in games are tied to broken clocks that no longer run, though, requiring the player to manually set the time to unlock the whatever.
How about the lock to just about any door in the Fallout series? Who installs a rocket-proof blast door only to fit it with a standard deadbolt lock? And bobby pins are littered ALL OVER the post-apocalyptic wasteland!
How about blood doors from nearly every game with fighting ever? I get that the bad guys are bad, but do you expect me to believe they kill exactly 27 of their own henchmen every time they want to enter the dining hall?
Due to the numerous comments about the skyrim doors I will never forget they are meant to keep the draugr in and be easy for the living in fact I might get it tattooed on my forehead so I remember when I look in the mirror and so I can spread the message
Umm did you read the many books about how the Draugr with these doors are not honored dead, but dragon worshippers, who were lock away in these tombs. The Nords built these structures to keep the Draugr in, they never assumed anyone would want to enter these tombs. So they ability to open these doors is simply a relic of construction, due to the Nords not wanting to lock their workers inside the tomb.
Uhh, no. He was talking about Fallout 3 DLC Operation: Anchorage where you must complete a simulation of the Battle of Anchorage to open up the armory for the Outcasts. Your just talking about Dr. Braun's Failsafe.
***** Nazi's were soldiers and like most soldiers you get some that follow orders regardless of how they feel about it, their duty to their country and their honour. others however are sadistic bastards that makes everyone look evil, when it was specific individuals. both the allied forces and the axis forces did terrible things
I think that the locks on Destiny were terribly hard. *sigh* it took me like TEN HOURS. I mean walking to a big door HOLDING the X button? Wow Bungie YOU expect us to do that? God damn locks...
*TO ANYONE WHO THINKS THE LOCKS IN SKYRIM ARE A JOKE* They were easy on purpose, they weren't meant to keep adventurers out, in fact they made it so it would easy enough for any idiot to solve them with relative ease. Then why bother with any lock you may ask? Because their actual use was to keep the zombified bodies of the nordic warriors, the Draugr, inside these giant tombs, as the only instinct they had was that of combat. This is explained in a book in-game.
Aaron Huddy They might accidentally smack the handle down and coincidentally push the door open at the same time, it's better not to take any chances (plus I doubt you can accidentally unlock a lock)
draugr are pretty stupid though. and maybe the magic that revives them isn't powerful enough to create actual vision. my theory is that they use some form of echolocation to sense a hostile. as for dragon priests, they are locked in, like a prison. there is a lock on the outside that can;t be locked/unlocked from the inside
***** draugr arn't that smart like zombies they only posses pure animal instinct where they attack anything on sight. so even in the unlikely event one managed to get the claw key and use it on the claw door it will likely not know what to do to open it.while the dragon priest are trapped inside their room
***** usually most people open to the first page to see if there's a skill point and don't bother reading it and miss out on a lot of funny short stories or game lore
The claw doors in Skyrim. Instead of just using a key to open the door, you have to use the key on the door, and copy down the markings from the key to twist a rotational lock with 3 different segments.
RainbowNinjaMaster Social*Whispers to others* "This one is a bit slow" Sir, might I ask, why would draugr be able to get through a conventionally locked door?
yea he is the least efficient AI companion i have had in any game, Ghost "let me just access this lock/terminal and crack it for you" 10 minuets later and 150 kills Me "have you done it yet?" Ghost "No they've got avast antivirus and a firewall installed in it so it's not letting me in" Me; bangs head against wall and wonders if he's the dumbest AI in the gaming multi-verse
Joshua Tucker Not quite. He revived you and made your first clothes. He's pretty handy seeing as of how he can signal your ship to pick you up and teleport you into it. But if it's anything involving hacking, no dice.
Ghost:"Dos is more complicated" Me:"Oh good im glad you got it ghost*sarcasm*" Millions of Cabal soldiers later, IM GOING TO PUNCH YOU!" And anyone remember the fact that in the Vault in Venus he could not be bothered to close the door after you go in and then you have to fight thousands of fallen to get through it.
UltraBaconator Why even bother putting a lock or gate in the barrows then? Just collapse the bloody ceiling and be done with it. The real reason the locks are there is to waste the player's time with a mind numbingly easy "puzzles".
The draugr were the lowest of the low. I'm actually not even sure why they had treasure in the first place. Or a proper burial. Respect for all life? Doubtful. I get throwing them in a cage to prevent escape, but the whole dungeon setup was not created by humans, whom the draugr betrayed. I like skyrims lore, however it has some holes... Literally. The back door to all dungeons =complete bull
He draugr are the reanimated dead because of Alduin claiming their souls... They followed alduin during the war, and because of his return they also return.
The one that comes to my mind is a quest in the MMORPG Runescape. In this Quest "Dragon Slayer", you're character is tasked with gathering three pieces of a map to find an island to slay a dragon (as the title rather obviously puts it.) One part of the map is locked behind a door in a mine by a man who lets say, didn't take the destruction of his hometown and massacre of near all it residents by a pissed-off dragon, well. So, unlike most doors you've encountered so far in the game, which require a normal brass or bronze key. To open this particular door, you need: an unfired bowl, a type of beer called "A wizard's mind bomb", a lobster pot and a piece of silk. and somehow, the use of all of these items on the door manages to open it. Even as a kid, this didn't make much sense and now that I'm and adult doing this quest again makes even less sense.
+YokusaHHart Or the gate.. thing in Guthix's shrine where you had to solve 3 different tracks to get the cannonball things to specific points along said track to open the door which, apparently you're the ONLY ONE WHO CAN OPEN.. Ahh Runescape
+YokusaHHart So true, nice to see a mension of Runescape in the comments section, there is a hell of a lot of impractical locks in runescape, and as a proud owner of a Quest Cape, I have unlocked most of them :)
cat intensifies when most people mention runescape in a website not related to the game its pretty much just hate. a shame too. its so unique compared to most MMOs
what about those doors in that oasis stuff from dragon age inquisition? Quick tutorial: kill some super mages, put their sculls on sticks over Mountains that are hard to climb. Then, you just look through their eye hole and go get the shiny (huge) fragments that you coundn't see a while ago when you freaking stepped on them. Then you just gotta return there and keep opening door after door, each requiring more fragments than the last one. Oh and there's zombies. Good luck, inquisitor, cause you couldn't simply send some ppl to do that for you and just go open the damn doors. It's not like you're commending a huge operation anyway
I never even knew that the Wish House key caused an infinite loop to happen. I always thought that my copy of Silent Hill 4 was bugged and that I would never be able to progress any further, so I gave up and haven't played it since I was around 9 or 10...
PSI(Wolfbane the Hedgehog) I didn't copy and paste, that's the real reason they're there. I have dumped hundreds of hours into skyrim, and I happen to be very fond of reading and researching lore, in game and online. That is the real reason the doors are there, no matter how ridiculous it sounds, it is true.
What about the Fable 2 Demon door that asks you to give it cheese, then facial hair and regular hair from Knothole Island and then he wants you to wear a strange combination outfit from the Oakfield, Bowerstone and Bloodstone clothing shops. I can't remember exactly what my hair and beard were but my character was a male and the door asked me to dress him up in a corset, wizards hat and noble skirt. Now add a strange hair style and beard and you can see what I'm talking about.
I'm gonna say Evil Within was justified in their locking situation. Simply because of the nature of where you are when the door is around. (Spoilers...stop reading if you're reading this...I mean it. Like literally stop reading. Spoiler warning over) You're in someone's screwed up head.
A messed up shared hallucination/nightmare realm thingy created by mad scientists poking around in other people’s heads. Not to mention that those locks are mainly found in the area that’s a recreation of the inventor/main “host” of the whole place. And where he hides the info on his background & motivation. So in order to “get into the head” of the mad brain surgeon? You have to dig around in some heads using mad brain surgery! Makes sense to me.
SuperiorPosterior I havent played thief yet, lets just say it sunk to the bottom of my to-buy list, below ac unity, shadow of mordor,last of us and hardline(when it comes out, although it might take a while) but i heard about the lockpicking mechanic. I actually found the lockpicking in skyrim and fallout very enjoyable but its weird how in skyrim the lock has to turn to the right opposed to turning to the left, which in real life, is the direction to open a door
luck and button mashing? it's still just spinning the piack around and showing up a light. and if you play on the hardets. you cnan still hear the sound.
A quote of Kyle Katarn from Jedi Knight 3 - "They always lock the door. You'd think they'd have learned by now. Doesn't look like there's a key - that would be too easy. The console to unlock the door is probably hidden in some room twelve floors up or something... how does that make sense?".
The Skyrim lock makes a bit more sense in context and The Evil Within lock makes sense when told in-game that the mansion owner (Ruvik) has an affinity for torture and traps. And I mean, he's just bat shit insane. The rest, a little unorthodox.
I'm really enjoying all the videos on this channel, can't believe there were so many awesome youtube lists that I didn't know about yet! Love the personality of the hosts and the scripting and editing is top notch. Keep them coming, please!
I play puzzle games for kicks, and here's an example that not a lot of people know about: Two games under one title, Safecracker, where you crack a number of safes that use puzzles for locks. One game involves the company "Crabb and Sons" who boast about making the world's best safes, and you get to crack every one in their offices to get a job contract there, and the other is finding the will of an eccentric oil CEO, Duncan W. Adams, who built safes just as complicated - (was he an investor in Crabb and Sons?) I didn't bash on the impracticality though - why else would we have a game, otherwise? Instead, I was fascinated at how they could have practically functioned in real life.
Kittenfood no. I mean when you have to decipher cryptic codes in paintings to open doors in catacombs. (And half the time, there's nothing worth wile behind these doors.)
maxie fuqua Not to mention every one of the Assassin's Creed games having that lovely series of side missions to gain a set of keys in order to get pretty armor that more often than not really doesn't make a difference to whether you live or die. Also picking locks in AC III and up is just hell half the time.
Most impractical lock is the 30 Fps lock that The Evil Within and other games have incorporated in the PC versions of their titles just because the consoles can't handle their graphics above 30 Fps.
armored Xbox one version doesn't run at 1080p and PS4 version has lower framerate than Xbox one so pick your poison, they both run at 30 fps if you have proof otherwise feel free to provide links. The black bars are also the enhance the game game's ability to render images without dipping to low FPS. I think it's poorly optimized in general but worse on PC because gaming computers can easily handle these graphics.
Jacob Sanders I'm well aware that the consoles can run 60 frames for some games but they're paying out companies so when their port of the game can't handle intense graphics at 60 frames the PC version is also brought down to parity. Watch Dogs is a perfect example, gamers could run that game on a gaming PC but the Xbone and PS4 couldn't handle it so the graphics were brought down. They higher res textures are still in the game's code and you can even unlock it on PC if you know how to do coding.
My favourite game door is the one in Myst Revaltions to the memory chamber, I forget what it's called. I also appreciate the entrance to the Railroad, if only for its "Are you guys serious?" effect. (Don't get me wrong, I adore the Railroad. But that door isn't going to keep anything more intelligent than ferals out.)
+outsidexbox The skyrim snake/whale/eagle lock is not the worst. Why not the dragon keys and doors. I mean seriously who puts the combination on the KEY?
You won't be able to open the door if you didn't have that combination on the keys. Or did you expect everyone to try out all the possible combinations to find the right one?
I actually couldn't read the combination on one of the keys once so I just tried a random one based off of the 8 I had opened before. It opened on the first try and my mom was like "WTF..."
How about the doors in the Metroid series? Every single one requires you to shoot it with something before it will open. Great if you have a gun with unlimited ammo, not so great if you're a regular person who doesn't carry a weapon everywhere you go.
An those are just the standard ones. The locked doors require various other types of weapon fire, such as highly explosive missiles or bombs that literally vaporize anything living in the room.
I'm guessing whoever built those doors had a lot of ammo and few targets to shoot at. As for the missile doors, it's more likely that Samus is simply destroying the locks instead of actually unlocking them.
The Racoon City Police Department wasn't actually as functioning as you might assume. The archaic locks and devices were all installed by the Police Chief, who actually was very eccentric and probably shouldn't have been given full reign of the precinct. More importantly, though, he put them there specifically because he -wanted- everyone to get confused. He also had supplies and firearms shuffled around and placed in different areas so that the police in general wouldn't be able to reach them in case of zombie outbreak. He was not a good person.
as 4.000.000 people probably said already, the gates and dragon claw doors in skyrim are made to keep the dead inside. anyone who wants to go visit the dead can (the password is outside), but only those who have the dragon claw can get in the inner shrine, and the family whose dead are there probably keep it somewhere. draugr can't get out of the gates, and if someone were to open the gate and practice necromancy, well at least they can't get to the most powerful ancestors nor to the most valuable treasures, as they do not have a dragon claw. unless they murdered the whole family, in which case who cares.
At the end of each cave is a simple lever mechanism leading to a shortcut back to the entrance. Theoretically, even a draugr could accidently operate one.
The doors to the Viridian and Cinnabar gyms in Pokemon RBY aren't actually locked. They just have scripts in front of them that end up pushing you away if you're not supposed to be able to go into them yet. Then of course, there's Lt. Surge who hides behind two bolts of lightning and forces you to find switches in trash cans to get to him in HGSS.
Wow, kids..... anyways noobie, that mechanic was copy pasted from the ORIGINAL pokemon red/blue/yellow games.... you know back when we played our pokemon in tan and black
...Two switches that somehow move. Additionally, in the context of a video game how is "a script that pushes you away" functionally different from "Actually locked"?
I had RUclips on the second lowest volume, had to put it on the lowest after that, stupid levels - the video makers should be fined for cheap trick like that.
In dark souls 2 to open a door you have to fit a "keyblade" into someones face, not sure he's chained to the door, either, but you know.... sometimes you gotta do what you gotta do.
It's funny they make a in-game reference to that in Mass effect 2. Saying, remember the good old days when you could just slapp bio gell to everything?
Basically anything in the Nancy Drew games. It's not exactly the best idea to have a train compartment unavailable until you find the exact right number of small easily-losable-between-couch-cushions weights.
The locks in skyrim tombs are actually meant for the Draugr. The locks require some thought to open, but are so easy that any actually living person can get through them. They are simply meant to keep the draugr from accessing the inner chambers. (In cases where Draugr are past the door lock, they are most likely inner tomb tenders and not meant for fighting intruders.)
the dungeon biome chests in terraria. I mean, you have to find a key off of a random enemy that can be half way across the world, then go to an evil dungeon that had a flying instant kill skeleton head as it's guardian.
Step one : Kill Skeletron. (Not the Dungeon One Hit Guardian, that's over complicating it.) Step two: Get into Hard Mode. Step three: Get a key mold.(Could take legit hours.) Step four: Kill every single mechanical boss. (Should take an hour tops.) Done.
+skyblade57 Well, like Vampire Knifes can completely destroy most bosses, I say it's not impractical, just well guarded, now if the person who put it in there wanted it again, that's going to take a long time...
***** That's the point! They're locked from the outside! Plus Draugr couldn't complete even the most simple of puzzles, possessing sentience only to the point of being able to shuffle about, killing stuff and occasionally shouting insults in draconic
Don't know about you but I kind of noticed how there was a hell of a lot of draugr between the puzzle door and the start of the dungeon, but yes, they could have been made harder
Leo Babeu I might be wrong about this but if you want to keep someone in then surely not having the door be easily opened from the other side is a good thing?... So you still shouldn't show the combination to anyone who walks past and instead should make it so hard that nobody would ever be able to open it thus not allowing anything in or out?
Leo Babeu In the case of the "puzzle" shown in the video, I think you can simply pull a chain on the other side of the door to get it to open from the inside
Fuck doors when you have a grenade launcher, they need to remake resident evil with the frostbite engine, you could clear the game in about ten minutes.
You do realize, that the Frostbite engine is just the graphical system the game runs on, right? The destructive properties are a completely different feature. I agree with you though. The door in Resi 5 where you have to travel across to three different sides of the fucking lake... Or my favourite game ever for trekking around, Resident Evil 1
I like how he mentioned Demon Doors which obviously are attuned to require certain traits or knowledge which come from their master (as well as the occasional door which just wants some distraction from an eternity of staring at the same old view) when the silver key chests (Which in fable 1 lore were often how commoners decided to stash their valuables) require a set number of exactly the same keys (complete ambiguity over the type of key - so anyone with the same or greater number of keys can access your valuables) plus there's a finite number of them, so if you want maximum security you're gonna have to go and buy or steal the keys off a load of reluctant or angry people.
The door on the Assassin's island in AC4. If you wanted to add a bit more treasure to the vault you'd have to sail around to 20+ islands, solve thirty puzzles, put your stuff in and then put the keys back.
Did anyone else think that the talking door in Fables who say "Another bony adventurer seeking to plunder may riches. I'm not interested in your meagre frame. Get some meat on you!" sounded a little pervy, or that there is a little innuendos in his words "bony...plunder my riches...meat on you" maybe I am just seeing and hearing things where there is nothing, but it doesn't matter much anyway, as long as you have fun when playing the game.
I don't remember what the game name is and my brother is sleep not to far from where I am so I don't want to turn on my xbox but some game had a lock system where it was a talking door that had a slight sense of humor. Sure you were supposed to actually explore around and find a password but if you sat at the door telling jokes it would eventually let your through and you'd get an achievement.
+ThatOneBrony its funny i forgot wich zelda game but theres a guard at a gate who tells you you cant pass: you have 3 options :1 run around the back and climb some vines :2 select the talk option about 50 times until you become besties and he lets you in for a quick sec (just run away and i guess forgets) or pay him 50 rupees... because thats how the law works.
The Skyrim one actually makes sense if you know the lore. There's a book (I forget the name) that tells you the locks aren't for keeping others out, but for keeping the undead in.
The box probably wasn't all that impractical to open when it was first made. I mean, the door to Cloud Ruler Temple opens in the exact same way. The only difference is that you've always been carrying the key to cloud ruler temple, and the key to the dwemer lock disappeared thousands of years ago, so you need to make a new copy.
Y'know that doesn't prevent it from being a super dumb lock thats more decorative than it is effective, right? How is it supposed to keep daugr in when any random person can swing by and open it in five minutes. Oh wait it wont. :O
randomtwist they used one of the basic ones in that video there's a few caves where the things are scattered about it might take a couple of tries before you realise which way they went and in skyrim the arrows will kill the "normal" adventurer but not the dragonborn hence why sometimes you'll see a dead adventurer near the lever
HeliHijack20 That's only for the inner sanctum, which is after all the traps, levers and rotating combo locks. You'd also need the claw, and there is only the one.
Myght's Lab in "Lunar: Silver Star Story Complete". The entrance hall to the main maze is blocked off by these odd wormhole doors that you have to walk through in a specific order to continue. In the Japanese version, there's a clue to the puzzle on the wall poster in the entrance hall. However, in the English version, the clue has been replaced by one of Working Designs' trademark jokes, so the player is on his or her own when it comes to unlocking it. Then again, Myght IS a misanthropic old hermit, so I guess it does make more sense for him not to leave clues on how to get into his home for random visitors...
Who could forget the Banjo Kazooie door locks... Puzzle pieces scattered throughout a world that you opened with other puzzle pieces, using said puzzle pieces to open another door in order to collect more puzzle pieces to continue.
The locked areas in RE2 are the way they are to be impractical. The in-universe explanation is that Chief Irons have set this stuff up 'in case of terrorist attack' when he was really setting the RPD up for failure. However, this doesn't count for the plug puzzle, and the means to even get to Irons' back room is, well, justifiably convoluted because it's his secret back room. Chief Irons isn't exactly the most well adjusted character.
Bruce Custodio I may have attributed too much to Chief Irons but he *is* part of the reason for some of the puzzles. An excerpt from "Chief's Diary": *"I was successful in spreading confusion among the police as planned. I've made sure that no one from the outside will come to help. With the delays in police actions, no one will have the chance to escape my city alive. I've seen to it personally that all escape routes from inside the precinct have been cut off as well."* Excerpt from "Operations Report #1" *"Chief Irons has voiced concern regarding the issue of terrorism due to a series of recent unresolved incidents. On the very day before the zombies' attack, he made the decision to relocate all weapons to scattered intervals throughout the building as a temporary measure to prevent their possible seizure. Unfortunately, this decision has made it extremely difficult to locate all ammunition caches. It has become our top priority to recover these scattered munitions."* The entirety of "Secretary's DIary A" *"-------------- - April 6th - -------------- I accidently moved one of the stone statues on the second floor when I leaned against it. When the chief found out about it, he was furious. I swear that guy nearly bite my head off, screaming at me never to touch the statue again. If it's so important, then maybe he shouldn't have put it out in the open like that... -------------- - April 7th - -------------- I heard that all the art pieces of the chief's collection are rare items, literally worth hundreds of thousands of dollars. I don't know which is the bigger mystery: where he finds those tacky things, or where he's getting the money to pay for them. ------------- - May 10th - ------------- I wasn't surprised to see the chief to come in today with yet another large picture frame in his hands. This time it was really disturbing painting depicting a nude person being hanged. I was appalled by the expression on the chief's face as he leered at the painting. Why anyone would consider that to be a work of art is beyond my comprehension."*
+RippahRooJizah Well thankyiu for clearing that up. I would of believed you if you just said you were sure though, but thankyou for the effort you put into that.
Locks in Nordic ruins were meant to keep draugs and such inside, in the times of ancient nords, these tombs were sacred grounds and only priests were enering it if at all. And still, skyrims has shit-tone of riddles/locks, Near windhelm there is a tomb, it has 3-5 riddle locks in it but If u go blind it may take you a good hour of two, but there are caves were you have t pull 4 levers in right order FEW times, took me 30 minutes when I found it for first time
I don't know if someone already pointed this out but, in Skyrim, the locks were designed to keep the drauger in, not necessarily to keep people out. That's why the stone puzzles are so simple is because the drauger would never get it but the people who built it and wanted access to their tombs or gold could.
Every cloister of trials in Final Fantasy X. What's up with that? You WANT the summoners to collect all the aeons and bring the Calm, don't you? Then why are you making it so difficult for them to get to the room where they have to pray for the aeons? Just let them in so they can do their fucking jobs.
You can't just walk in, pray for a few minutes, and *bam* you can now summon Bahamut. The point of the trials is to prepare the summoner's mind to be attuned with the lucidness that is the mind of an Aeon, ... that, and the trials are there to give the player something to do other than smash monsters all day...
nispelsm I haven't played the game in a good while, but wasn't that what the pilgrimage itself was for? Isn't trekking all over the world, fighting monsters and overcoming hardships enough of a test? Why would they have to solve stupidly elaborate puzzles to get to their aeons? Sure, a test of character. If you can endure all that and still want to proceed, your chances of defeating Sin are probably much higher, but in my opinion, the pilgrimage itself is enough of a test. The Cloister just feels like a kick in the balls. Congrats, you travelled halfway across the world to get here. Now solve this mindfuck of a puzzle to get to your prize.
Xylarxcode My understanding was, the pilgrimage was about traveling Spira, to see exactly what you are fighting for, and to weed out those summoners without the will and endurance needed to face Sin. Also, the only way a summoner could summon the Final Aeon, was to visit each temple, and learn each of the key "lesser" summons first.
nispelsm Eaxactly my point. The pilgrimage is their true test. I think it's Lulu who mentions the fact that a lot of summoners start their pilgrimage but give up halfway for various reasons. They have to visit 5 temples, which are scattered all over their world. I'm not including the temple of the Magus Sisters, Anima or Yojimbo since they are optional. And once you have all 5 of them, you have to trek all the way through Zanarkand, which is incredibly difficult to get to, as it requires you to trek across a huge open plains, where you'll have to conduct your final battle against Sin, scale a big ass mountain and make your way through a godforsaken place filled with all kinds of danger with the nearest sign of civilization being days away. My point being, the Cloister isn't needed to test them even further, because the Pilgrimage itself is already taxing enough to confirm their strength of will and character. It just feels like an unnessecary precaution.
Xylarxcode Actually I think the Den of Woe and collecting 10 crimson spheres is one of the more impractical locks. I know that in game they want to make it hard for people to get, and in game it makes sense. But for a locked door it is not very practical.
In Skyrim you can find a book called "Death of a Wanderer" and in it it explains some things here's some quotes... " The sealing-doors. It's not enough to have the claw. They're made if massive stone wheels that must align with the claw's symbols..." "...If you had the claw, you also had the symbols..." "The Draugr are relentless, but far from clever. Once i was downed, they continued shuffling about...." "So the symbols on the doors weren't meant to be another lock. Just a way of ensuring the person entering was actually alive and had a functioning mind." "Then the doors..." "Where never meant to keep people out. They were meant to keep the Draugr in." So more then likely the other puzzles were to, (and in Bleak Falls Barrow it proves that bandits are dumb when the one couldn't figure out the code and died) ,although somewhere you can read that the Draugr were resurrected to continue their worship of the Dragons after they died and at the time looked like the living until they started to decay turning into the draugr you see now
Accoring to the lore, the "combination-lock doors" in skyrim were in fact not made to keep tomb raiders and such out, they were actually made do keep the draugr in.
The doors in the nordic ruins in skyrim were designed to be easy for anyone who was alive to figure out. I.e. anyone who wasn't a draugr. They were meant to keep the draugr in, not keep people out. Also why the combination was on the base of the dragon claws.
Jasper Salisbury But surely having an easy lock would mean someone could go walking past and just open it? Then anything could get out once it is open?
Jasper Salisbury What if I'm a necromancer who wants to terrorize a town by unleasinh draugr on it? Plus, those doors already have a proper key in the shape of the dragon claw, the really silly puzzle is just there for no discernible reason.
Riddle doors ranging from those found in the main quest dungeons of the first elder scrolls game to the extremely complex one in Dishonored 2. "I want to keep something safe, so I'll put it behind a door that will give literally anyone who walks up a fair chance at opening it"
I work in an escape room, and the locks and door-locking mechanisms are pretty similar to these described in this video. Funny thing is, a great deal of people suffer in actually opening them, because some people are really blind. :D
THAT GLITCHY PIECE OF GARBAGE RUINED A PERFECTLY GOOD RUN! I finally get around to going for the Aetherium quest, and in the last room of "Arkngthamz" the second "tone" wouldn't sound out when hit. Where I was level 60+!! I started over just to get it to work again! No shitty musicbox door is keeping me away from my treasure! And god damn did it feel good when they chimed open!
Raph Nah, show some real style, grab one of those plates and platters, place it in the wall, and run your ass through it like you've just performed a spectacular magic trick, hah
There's actually a bit of lore in Skyrim explaining why the locks are so easy. It's not to keep the living out, it's to keep the draugr in. Seems pretty effective so far.
For the resident evil police station, they probably keep all the random bits and bobs to unlock the door in the cabinet where one of the officers gives you an item before he dies
Or perhaps Chief Irons has a Master Key(s) on him at all times, which unlock all the doors in the station. I always assumed that the special keys Leon and Claire have to find are just a back up system, in case the main keys are lost.
Well that's a little better than the ones where the combination is on the wall. At least being on a claw, if you were anywhere except the cave or whatever, then people would just have a claw and no idea what it is or anything. They also didn't mention the poison darts that, in actuality, would probably kill the person if it weren't a video game. Yeah, it's a 1/9 chance which is pretty high, but it's also pretty high risk.
funny, the whole time, i NEVER thought to look ON THE DAMN CLAW! the whole game was simply guessing the shit out of the doors like some mindless dragur that was apparently smarter than the rest.
That thing is undeniably dumb and a clear proof of how much the developers don't trust the player's intelligence to solve even a basic puzzle. It shows how much bethesda has fallen since Morrowind.
The skyrim lore is huge and tells you why the locks where made that way. It wasn't to keep adventures out it was to keep the dragur in. The creators knew that the lock would be too complicated for the simple minded dragur but simple enough for an adventurer.
Kid Icarus: Uprising has the key to the underworld in which you need to venture down to the bottom of the god damn ocean, get into the palace down there, open locks inside said palace while killing underworld monsters, kill the god of death, and then go down a chasm with a shit ton of death crystals! I admit it's the best security in the world but when you are one of those guys who left their stuffed bunny in the underworld you ain't seeing that thing ever again.
At the time the ruins were made, all the inhabitants were already evil zombies with swords, axes, bows, and voices capable of tossing you off cliffs? How fortunate that they all decided to just hang out for weeks or months and let people place all those traps, doors, and walls around them.
no. Shinigami meaning "death god" is a figure in Shinto mythology who is VERY basically equivalent to the Grim Reaper. Oni would be the sorta same as demons. Please don't make me give a more detailed explanation. Shinto mythology gets really complicated really fast.
DarkSamuraiHD You mean the Dark Door near Riften? It's like a password, which should work pretty well against anyone who isn't handed four options in a dialogue menu.
Poldovico No he means the door right below Jarl Ballin's throne that his son talks to, you get a Daedric weapon from it that gets stronger from killing your friends.
to be fair, they explained the ease of unlocking skyrim barrows. they are meant to keep the drauger from wandering out. the drauger are the real security system. since they're mindless zombies, they can't figure out the simple combinations even on accident.
In skyrim there is an exeption. In the lore of ancient Nordic barial chambers the lock is not to keep people out, it was to keep the drouger(Nordic zombies) in.
There is actually theories that the locks in Skyrim's dungeons are not made to keep anyone from comming in, but to keep whatever is in there from comming out. Think about that
The locks in the RCPD were explained in-game as holdovers from the time that the building was an art museum...it doesn't really explain why a museum had escape room doors, though.
You forgot most of the Myst series. If I recall correctly, there is only one door in the entire first game that doesn't need a complex riddle. Or... a good judge of audio quality.
Clock-based locks are always good. If you don't know the combo, just sit around for 12 hours or less and it unlocks itself.
Bad bc if someone else finds this at a certain time when your not there then they can get or go inside where ever the lock holds /protects
Indeed. I meant their impracticality makes them good for this sort of list.
+The SilentCaay Channel oh well then yeah lol
Most clock locks that I've seen in games are tied to broken clocks that no longer run, though, requiring the player to manually set the time to unlock the whatever.
Those exist in real life though. Usually in banks, they unlock shortly before the bank opens for business. However, there ARE other locks too.
How about the lock to just about any door in the Fallout series? Who installs a rocket-proof blast door only to fit it with a standard deadbolt lock? And bobby pins are littered ALL OVER the post-apocalyptic wasteland!
thumbs up
+Landon Lee Exactly like the Antrim locks, you can't blow them to bits with magic yet you can pick even master locks in about five seconds
+London Adams Damn auto correct *Skyrim
London Adams Antrim looks like a beautiful place, though.
Also, that lock in fallout that is literally half a door but its master level or some bullshit
How about blood doors from nearly every game with fighting ever? I get that the bad guys are bad, but do you expect me to believe they kill exactly 27 of their own henchmen every time they want to enter the dining hall?
👆 this guy's goin places
I would. Out of every 100 henchmen, only 5 or so are ever more than retarded meat shields. Might as well use them for security.
+Kamari333 gg
Maybe the enemies can pass through and the good guys can't?
Another Day yeah, the next room.
Due to the numerous comments about the skyrim doors I will never forget they are meant to keep the draugr in and be easy for the living in fact I might get it tattooed on my forehead so I remember when I look in the mirror and so I can spread the message
***** plus one for proper sarcasm
***** The worst thing is that all those comments are wrong xD
Umm did you read the many books about how the Draugr with these doors are not honored dead, but dragon worshippers, who were lock away in these tombs. The Nords built these structures to keep the Draugr in, they never assumed anyone would want to enter these tombs. So they ability to open these doors is simply a relic of construction, due to the Nords not wanting to lock their workers inside the tomb.
D Williams Fucking hell, all the arguments are on other threads. Please don't bring them to the one that is joking.
I was just about to mention that.
How about the door in fallout 3 where you have to go into a simulation and fight the chinese out of canada to open it?
Alaska is American land
Oh yeah. Not overkill or anything.
And you kill several vault dwellers that are in a virtual reality induced sleep in the process
+Bruce Custodio they have long already died only their minds were still trapped in the machine
Uhh, no. He was talking about Fallout 3 DLC Operation: Anchorage where you must complete a simulation of the Battle of Anchorage to open up the armory for the Outcasts. Your just talking about Dr. Braun's Failsafe.
Actually the locks for all the nord crypt thingies are to keep the undead in, not adventurers out.
Dont both go hand in hand? If adventurers get in, you can be sure everything else is getting out.
randomtwist when was the last time you went into a cave filled with undead and you didn't just kill everything inside?
Sekulture The dozens of times that I died, one-hit by a bandit leader's greatsword after mowing down all his cohorts lol
for me it's mages and draugr with ebony bows when I'm fighting off one with greatsword and one with axe always get an arrow in the face lol
***** Nazi's were soldiers and like most soldiers you get some that follow orders regardless of how they feel about it, their duty to their country and their honour. others however are sadistic bastards that makes everyone look evil, when it was specific individuals. both the allied forces and the axis forces did terrible things
I think that the locks on Destiny were terribly hard. *sigh* it took me like TEN HOURS. I mean walking to a big door HOLDING the X button? Wow Bungie YOU expect us to do that? God damn locks...
Lol
XD yeah! But he always brags like, "oh this lock is uncrackable"
Its just so wierd that RIGHT when the last enemy is killed he's like, oh hey im done. I think he just wants me to show off my skills to him! XD
Nancy Fromel But I revived you! Lets go open another door to bond. Shall we?
Ghost nope. Keep walking bub.
*TO ANYONE WHO THINKS THE LOCKS IN SKYRIM ARE A JOKE*
They were easy on purpose, they weren't meant to keep adventurers out, in fact they made it so it would easy enough for any idiot to solve them with relative ease.
Then why bother with any lock you may ask?
Because their actual use was to keep the zombified bodies of the nordic warriors, the Draugr, inside these giant tombs, as the only instinct they had was that of combat.
This is explained in a book in-game.
KRIMZONMEKANISM
So why lock it again??
Aaron Huddy To keep the zombies (who can't even take a key and shove it into a keyhole) in
So the bandit in bleak falls barrow was just an idiot
364-Unbirthdays then why not just shut it without a lock?
Aaron Huddy They might accidentally smack the handle down and coincidentally push the door open at the same time, it's better not to take any chances (plus I doubt you can accidentally unlock a lock)
the skyrim dungeon locks weren't made to keep people out, but rather to keep draugr in.
draugr are pretty stupid though. and maybe the magic that revives them isn't powerful enough to create actual vision. my theory is that they use some form of echolocation to sense a hostile. as for dragon priests, they are locked in, like a prison. there is a lock on the outside that can;t be locked/unlocked from the inside
***** draugr arn't that smart like zombies they only posses pure animal instinct where they attack anything on sight. so even in the unlikely event one managed to get the claw key and use it on the claw door it will likely not know what to do to open it.while the dragon priest are trapped inside their room
Yeah, because they don't want a restless draugre going in to the crypt and activating the boss while you're regening.
***** usually most people open to the first page to see if there's a skill point and don't bother reading it and miss out on a lot of funny short stories or game lore
Another one who read his lore. Good job.
The claw doors in Skyrim. Instead of just using a key to open the door, you have to use the key on the door, and copy down the markings from the key to twist a rotational lock with 3 different segments.
Yes, now those are actually stupid.
Wasn't able to find the combo for the circle lock with the gold claw. So I spent time doing all the combo.
Andloo Yunty Also, there's usually only 9 possibilities.
Andloo Yunty No there ment to keep drauger out duh.
RainbowNinjaMaster Social*Whispers to others* "This one is a bit slow" Sir, might I ask, why would draugr be able to get through a conventionally locked door?
Every 'door' in Destiny that requires a dinklebot to open after about 10 minutes
yea he is the least efficient AI companion i have had in any game,
Ghost "let me just access this lock/terminal and crack it for you"
10 minuets later and 150 kills
Me "have you done it yet?"
Ghost "No they've got avast antivirus and a firewall installed in it so it's not letting me in"
Me; bangs head against wall and wonders if he's the dumbest AI in the gaming multi-verse
Well, you are made from what the "dinklebot/stupid AI". So that means you're stupid.
All electronics in destiny have Norton security pre-installed into to them
Joshua Tucker Not quite. He revived you and made your first clothes. He's pretty handy seeing as of how he can signal your ship to pick you up and teleport you into it. But if it's anything involving hacking, no dice.
Ghost:"Dos is more complicated" Me:"Oh good im glad you got it ghost*sarcasm*" Millions of Cabal soldiers later, IM GOING TO PUNCH YOU!" And anyone remember the fact that in the Vault in Venus he could not be bothered to close the door after you go in and then you have to fight thousands of fallen to get through it.
The locks in skyrim are not meant to keep you out... They are meant to keep the Draugr in.
UltraBaconator Why even bother putting a lock or gate in the barrows then? Just collapse the bloody ceiling and be done with it. The real reason the locks are there is to waste the player's time with a mind numbingly easy "puzzles".
Dont question me... question bethesda, they made the lore.
but if I am not mistaken, its because they are still burial chambers, people may still want to pay their respects
The draugr were the lowest of the low. I'm actually not even sure why they had treasure in the first place. Or a proper burial. Respect for all life? Doubtful. I get throwing them in a cage to prevent escape, but the whole dungeon setup was not created by humans, whom the draugr betrayed. I like skyrims lore, however it has some holes... Literally. The back door to all dungeons =complete bull
He draugr are the reanimated dead because of Alduin claiming their souls... They followed alduin during the war, and because of his return they also return.
The one that comes to my mind is a quest in the MMORPG Runescape. In this Quest "Dragon Slayer", you're character is tasked with gathering three pieces of a map to find an island to slay a dragon (as the title rather obviously puts it.) One part of the map is locked behind a door in a mine by a man who lets say, didn't take the destruction of his hometown and massacre of near all it residents by a pissed-off dragon, well. So, unlike most doors you've encountered so far in the game, which require a normal brass or bronze key. To open this particular door, you need: an unfired bowl, a type of beer called "A wizard's mind bomb", a lobster pot and a piece of silk. and somehow, the use of all of these items on the door manages to open it. Even as a kid, this didn't make much sense and now that I'm and adult doing this quest again makes even less sense.
it was a magic spell
+YokusaHHart Or the gate.. thing in Guthix's shrine where you had to solve 3 different tracks to get the cannonball things to specific points along said track to open the door which, apparently you're the ONLY ONE WHO CAN OPEN.. Ahh Runescape
+YokusaHHart meanwhile in the POH you get the option to either pick the lock on a dungeon door or force it opon
+YokusaHHart So true, nice to see a mension of Runescape in the comments section, there is a hell of a lot of impractical locks in runescape, and as a proud owner of a Quest Cape, I have unlocked most of them :)
cat intensifies when most people mention runescape in a website not related to the game its pretty much just hate. a shame too. its so unique compared to most MMOs
what about those doors in that oasis stuff from dragon age inquisition? Quick tutorial: kill some super mages, put their sculls on sticks over Mountains that are hard to climb. Then, you just look through their eye hole and go get the shiny (huge) fragments that you coundn't see a while ago when you freaking stepped on them. Then you just gotta return there and keep opening door after door, each requiring more fragments than the last one. Oh and there's zombies. Good luck, inquisitor, cause you couldn't simply send some ppl to do that for you and just go open the damn doors. It's not like you're commending a huge operation anyway
I never even knew that the Wish House key caused an infinite loop to happen. I always thought that my copy of Silent Hill 4 was bugged and that I would never be able to progress any further, so I gave up and haven't played it since I was around 9 or 10...
Actually, the doors in Skyrim are used to keep the draugr in, and not adventurers out.
I find it funny how many people are copypasting this excuse and not realizing how stupid that sounds.
+PSI(Wolfbane the Hedgehog) How is it stupid?
PSI(Wolfbane the Hedgehog) I didn't copy and paste, that's the real reason they're there. I have dumped hundreds of hours into skyrim, and I happen to be very fond of reading and researching lore, in game and online. That is the real reason the doors are there, no matter how ridiculous it sounds, it is true.
Jonathan Mattson Doesn't mean the excuse isn't bullshit.
PSI(Wolfbane the Hedgehog) Ok, whatever, think what you want.
What about the Fable 2 Demon door that asks you to give it cheese, then facial hair and regular hair from Knothole Island and then he wants you to wear a strange combination outfit from the Oakfield, Bowerstone and Bloodstone clothing shops.
I can't remember exactly what my hair and beard were but my character was a male and the door asked me to dress him up in a corset, wizards hat and noble skirt. Now add a strange hair style and beard and you can see what I'm talking about.
3:53 rip my ears.
I know right... Especially us headphone users
It wouldn't even help
I'm gonna say Evil Within was justified in their locking situation. Simply because of the nature of where you are when the door is around. (Spoilers...stop reading if you're reading this...I mean it. Like literally stop reading. Spoiler warning over)
You're in someone's screwed up head.
Oh, so they're not actual heads, but some weird hallucination? Now it makes sense.
A messed up shared hallucination/nightmare realm thingy created by mad scientists poking around in other people’s heads.
Not to mention that those locks are mainly found in the area that’s a recreation of the inventor/main “host” of the whole place. And where he hides the info on his background & motivation. So in order to “get into the head” of the mad brain surgeon? You have to dig around in some heads using mad brain surgery! Makes sense to me.
Ok, suddenly it makes some sense.... some.
Doors in skyrim's crypts aren't there to keep people out, there biilt to keep the draugr (ancient zombiefied warriors) in.
Wtf are you doing playing Skyrim?! Get to selling the propane and propane accessories!
He can't play Pro-Pain anymore, he has to play something to pass the time.
h'wat?
Then why even have a lock? And why such a basic one if its to keep explorers from accidentally letting them out?
Why? Any average adventurer armed with a salad fork is work 5 of the damn things. It would've been much easier to just kill them all.
the chest lock mechanic from AC3 (it was first used on a door)
the controls for it are so bad that no one will want to open the damn thing
And it always glitches and the lockpick goes through the wood above the lock
SuperiorPosterior I havent played thief yet, lets just say it sunk to the bottom of my to-buy list, below ac unity, shadow of mordor,last of us and hardline(when it comes out, although it might take a while) but i heard about the lockpicking mechanic. I actually found the lockpicking in skyrim and fallout very enjoyable but its weird how in skyrim the lock has to turn to the right opposed to turning to the left, which in real life, is the direction to open a door
SuperiorPosterior true dat
SuperiorPosterior
the lock picking in thief is the same as skyrim tho...
luck and button mashing? it's still just spinning the piack around and showing up a light. and if you play on the hardets. you cnan still hear the sound.
A quote of Kyle Katarn from Jedi Knight 3 -
"They always lock the door. You'd think they'd have learned by now. Doesn't look like there's a key - that would be too easy. The console to unlock the door is probably hidden in some room twelve floors up or something... how does that make sense?".
The Skyrim lock makes a bit more sense in context and The Evil Within lock makes sense when told in-game that the mansion owner (Ruvik) has an affinity for torture and traps. And I mean, he's just bat shit insane. The rest, a little unorthodox.
I'm really enjoying all the videos on this channel, can't believe there were so many awesome youtube lists that I didn't know about yet! Love the personality of the hosts and the scripting and editing is top notch. Keep them coming, please!
I play puzzle games for kicks, and here's an example that not a lot of people know about: Two games under one title, Safecracker, where you crack a number of safes that use puzzles for locks. One game involves the company "Crabb and Sons" who boast about making the world's best safes, and you get to crack every one in their offices to get a job contract there, and the other is finding the will of an eccentric oil CEO, Duncan W. Adams, who built safes just as complicated - (was he an investor in Crabb and Sons?) I didn't bash on the impracticality though - why else would we have a game, otherwise? Instead, I was fascinated at how they could have practically functioned in real life.
3:52 R.I.P. headphone users.
Sitting at work while listening to this and almost jumped out of my seat at that bit! Think I got away with it!
NotSoSuperPete i feel u T.T
It wasnt that bad
i cri evertim ma ears r ded
I think we can all agree the series with the most convoluted locks is assassin's creed.
maxie fuqua You mean when you just kick the chests and they open?
Kittenfood no. I mean when you have to decipher cryptic codes in paintings to open doors in catacombs. (And half the time, there's nothing worth wile behind these doors.)
maxie fuqua Not to mention every one of the Assassin's Creed games having that lovely series of side missions to gain a set of keys in order to get pretty armor that more often than not really doesn't make a difference to whether you live or die. Also picking locks in AC III and up is just hell half the time.
+Alaina Daniels I'd have to say that only in Brotherhood did the armor make you harder to kill.
+MatrixGuardians99 I'd have to completely agree with you.
Most impractical lock is the 30 Fps lock that The Evil Within and other games have incorporated in the PC versions of their titles just because the consoles can't handle their graphics above 30 Fps.
xbox one is around sixty not 30 i think thats the ps4 your talking about
armored Xbox one version doesn't run at 1080p and PS4 version has lower framerate than Xbox one so pick your poison, they both run at 30 fps if you have proof otherwise feel free to provide links. The black bars are also the enhance the game game's ability to render images without dipping to low FPS. I think it's poorly optimized in general but worse on PC because gaming computers can easily handle these graphics.
Actually ps4 and xbox run at 60 frames depending on what games. the max both titles can run is 60 and xbox has more framerate drops than ps4
Jacob Sanders I'm well aware that the consoles can run 60 frames for some games but they're paying out companies so when their port of the game can't handle intense graphics at 60 frames the PC version is also brought down to parity. Watch Dogs is a perfect example, gamers could run that game on a gaming PC but the Xbone and PS4 couldn't handle it so the graphics were brought down. They higher res textures are still in the game's code and you can even unlock it on PC if you know how to do coding.
Justin Wilson What about Dark Souls 2 has better graphics than Watch dogs and plays at 60 frames
My favourite game door is the one in Myst Revaltions to the memory chamber, I forget what it's called. I also appreciate the entrance to the Railroad, if only for its "Are you guys serious?" effect.
(Don't get me wrong, I adore the Railroad. But that door isn't going to keep anything more intelligent than ferals out.)
Dishonored had some interesting locks.
+outsidexbox The skyrim snake/whale/eagle lock is not the worst. Why not the dragon keys and doors. I mean seriously who puts the combination on the KEY?
You won't be able to open the door if you didn't have that combination on the keys. Or did you expect everyone to try out all the possible combinations to find the right one?
+Omkar Gawade Uuuhhh the skeleton key?
I actually couldn't read the combination on one of the keys once so I just tried a random one based off of the 8 I had opened before. It opened on the first try and my mom was like "WTF..."
I always found stepping on switches to be an awful security system
wow jump scare warning on the loud tomb raider part!
IKR?
RIP headphone users amirite?
Well, only for games that require more paying attention to sound (FPS and stuff) otherwise I use speakers.
Scream like little girl you did?
According to skyrim lore the locks were made easy because they were only meant to keep the draugr in not explorers out.
How about the doors in the Metroid series? Every single one requires you to shoot it with something before it will open. Great if you have a gun with unlimited ammo, not so great if you're a regular person who doesn't carry a weapon everywhere you go.
An those are just the standard ones. The locked doors require various other types of weapon fire, such as highly explosive missiles or bombs that literally vaporize anything living in the room.
"murica"
+Tobey Plug Metroid is originally Japanese
I'm guessing whoever built those doors had a lot of ammo and few targets to shoot at. As for the missile doors, it's more likely that Samus is simply destroying the locks instead of actually unlocking them.
The Racoon City Police Department wasn't actually as functioning as you might assume. The archaic locks and devices were all installed by the Police Chief, who actually was very eccentric and probably shouldn't have been given full reign of the precinct. More importantly, though, he put them there specifically because he -wanted- everyone to get confused. He also had supplies and firearms shuffled around and placed in different areas so that the police in general wouldn't be able to reach them in case of zombie outbreak.
He was not a good person.
as 4.000.000 people probably said already, the gates and dragon claw doors in skyrim are made to keep the dead inside. anyone who wants to go visit the dead can (the password is outside), but only those who have the dragon claw can get in the inner shrine, and the family whose dead are there probably keep it somewhere. draugr can't get out of the gates, and if someone were to open the gate and practice necromancy, well at least they can't get to the most powerful ancestors nor to the most valuable treasures, as they do not have a dragon claw. unless they murdered the whole family, in which case who cares.
At the end of each cave is a simple lever mechanism leading to a shortcut back to the entrance. Theoretically, even a draugr could accidently operate one.
DrScoob but that is usually hidden or only opens once all draugr are dead. Also, draugr are dumb.
The doors to the Viridian and Cinnabar gyms in Pokemon RBY aren't actually locked. They just have scripts in front of them that end up pushing you away if you're not supposed to be able to go into them yet.
Then of course, there's Lt. Surge who hides behind two bolts of lightning and forces you to find switches in trash cans to get to him in HGSS.
Wow, kids..... anyways noobie, that mechanic was copy pasted from the ORIGINAL pokemon red/blue/yellow games.... you know back when we played our pokemon in tan and black
John Widner what about green, meh
Nobody cared about green.
...Two switches that somehow move.
Additionally, in the context of a video game how is "a script that pushes you away" functionally different from "Actually locked"?
R.I.P headphone users 3:44
I had RUclips on the second lowest volume, had to put it on the lowest after that, stupid levels - the video makers should be fined for cheap trick like that.
C.A.N Gaming thanks, I noticed that too but neglected to correct
Matthew J i did it at the time i did so you could see what game they were talking about
Headphone users with high volume*
Yes. I can escape all trolls.
In dark souls 2 to open a door you have to fit a "keyblade" into someones face, not sure he's chained to the door, either, but you know.... sometimes you gotta do what you gotta do.
Every.F*cking.Door.In.Tomb.Raider.EVER!
The locks in Skyrim were to keep the draughr in and not explorers out. That was the draughrs' job.
mass effect 1, everything can be opened with a universal substance found in everything.
It's funny they make a in-game reference to that in Mass effect 2. Saying, remember the good old days when you could just slapp bio gell to everything?
The video cut off to soon now we do not know how to lock up if we ever visit their place.
But now we know who invented all those crazy locks.
Basically anything in the Nancy Drew games. It's not exactly the best idea to have a train compartment unavailable until you find the exact right number of small easily-losable-between-couch-cushions weights.
The locks in skyrim tombs are actually meant for the Draugr. The locks require some thought to open, but are so easy that any actually living person can get through them. They are simply meant to keep the draugr from accessing the inner chambers. (In cases where Draugr are past the door lock, they are most likely inner tomb tenders and not meant for fighting intruders.)
the dungeon biome chests in terraria. I mean, you have to find a key off of a random enemy that can be half way across the world, then go to an evil dungeon that had a flying instant kill skeleton head as it's guardian.
Step one : Kill Skeletron. (Not the Dungeon One Hit Guardian, that's over complicating it.)
Step two: Get into Hard Mode.
Step three: Get a key mold.(Could take legit hours.)
Step four: Kill every single mechanical boss. (Should take an hour tops.)
Done.
+DragonhunterZeroSeven Nineteen yeah, impractical lock for one weapon.
+skyblade57 Well, like Vampire Knifes can completely destroy most bosses, I say it's not impractical, just well guarded, now if the person who put it in there wanted it again, that's going to take a long time...
+DragonhunterZeroSeven Nineteen what about the piranha gun? or shadow chests, find a key in a locked chest :p
+skyblade57 I love terraria, but I grind for so long getting a freaking fish gun or glowy red pocket knife!
Whoever made the skyrim one hasn't played a single hour. The locks are to keep the dragur INSIDE
***** That's the point! They're locked from the outside! Plus Draugr couldn't complete even the most simple of puzzles, possessing sentience only to the point of being able to shuffle about, killing stuff and occasionally shouting insults in draconic
Don't know about you but I kind of noticed how there was a hell of a lot of draugr between the puzzle door and the start of the dungeon, but yes, they could have been made harder
Leo Babeu I might be wrong about this but if you want to keep someone in then surely not having the door be easily opened from the other side is a good thing?... So you still shouldn't show the combination to anyone who walks past and instead should make it so hard that nobody would ever be able to open it thus not allowing anything in or out?
Leo Babeu
In the case of the "puzzle" shown in the video, I think you can simply pull a chain on the other side of the door to get it to open from the inside
I was JUST about to say that, thanks.
Fuck doors when you have a grenade launcher, they need to remake resident evil with the frostbite engine, you could clear the game in about ten minutes.
lol
You do realize, that the Frostbite engine is just the graphical system the game runs on, right? The destructive properties are a completely different feature. I agree with you though. The door in Resi 5 where you have to travel across to three different sides of the fucking lake...
Or my favourite game ever for trekking around, Resident Evil 1
You do realise, that this isn't how commas work?
SaganNotPagan Nah, it is. As a comma equals a pause in the sentence and that's how I'm portraying it. Stop trying to make yourself look smart.
Hypocrite, and incorrect.
I like how he mentioned Demon Doors which obviously are attuned to require certain traits or knowledge which come from their master (as well as the occasional door which just wants some distraction from an eternity of staring at the same old view) when the silver key chests (Which in fable 1 lore were often how commoners decided to stash their valuables) require a set number of exactly the same keys (complete ambiguity over the type of key - so anyone with the same or greater number of keys can access your valuables) plus there's a finite number of them, so if you want maximum security you're gonna have to go and buy or steal the keys off a load of reluctant or angry people.
The door on the Assassin's island in AC4. If you wanted to add a bit more treasure to the vault you'd have to sail around to 20+ islands, solve thirty puzzles, put your stuff in and then put the keys back.
Did anyone else think that the talking door in Fables who say "Another bony adventurer seeking to plunder may riches. I'm not interested in your meagre frame. Get some meat on you!" sounded a little pervy, or that there is a little innuendos in his words "bony...plunder my riches...meat on you" maybe I am just seeing and hearing things where there is nothing, but it doesn't matter much anyway, as long as you have fun when playing the game.
Jonathan Davenport Fable is an extremely dirty game.
+Jonathan Davenport Its only dirty if you think of it as dirty. Lol all I heard was you're too skinny, gain some weight and I'll let you in.
Yeah I never actually played the game, but it just sounded funny. However you are very right.
I don't remember what the game name is and my brother is sleep not to far from where I am so I don't want to turn on my xbox but some game had a lock system where it was a talking door that had a slight sense of humor. Sure you were supposed to actually explore around and find a password but if you sat at the door telling jokes it would eventually let your through and you'd get an achievement.
+Grim Reaper I know that, but can't recall the name
Kristers Feldmanis No, not Fable.
dungeon siege 3.
Silentium13 YEAH! That's it's!
+ThatOneBrony its funny i forgot wich zelda game but theres a guard at a gate who tells you you cant pass: you have 3 options :1 run around the back and climb some vines :2 select the talk option about 50 times until you become besties and he lets you in for a quick sec (just run away and i guess forgets) or pay him 50 rupees... because thats how the law works.
Skyrim's locks were made to keep the draugr in, not adventurers out. Draugr can't read.
The Lordvessel from dark souls? "Yea just kill a bunch of strong ass god-likes and open a door to the strongest god-like"
The Skyrim one actually makes sense if you know the lore. There's a book (I forget the name) that tells you the locks aren't for keeping others out, but for keeping the undead in.
When I think of complicated/impractical locks in Skyrim, I think of the Dwemer contraption that houses the Oghma Infinium.
The box probably wasn't all that impractical to open when it was first made. I mean, the door to Cloud Ruler Temple opens in the exact same way. The only difference is that you've always been carrying the key to cloud ruler temple, and the key to the dwemer lock disappeared thousands of years ago, so you need to make a new copy.
ilovethelegend
I think you meant Sky Haven Temple. I don't recall any place called Cloud Ruler in Skyrim.
gr13v0u5
*looks* Ah, yes, yes. Cloud Ruler was the blades outpost from oblivion, wasn't it?
Anyway, my point remains.
In Skyrim the doors are to keep the dead inside.
I though that the claw puzzles would be on the list
Y'know that doesn't prevent it from being a super dumb lock thats more decorative than it is effective, right? How is it supposed to keep daugr in when any random person can swing by and open it in five minutes. Oh wait it wont. :O
randomtwist It can only be opened from the outside, And wasn't really made to keep people out in a sense
randomtwist they used one of the basic ones in that video there's a few caves where the things are scattered about it might take a couple of tries before you realise which way they went and in skyrim the arrows will kill the "normal" adventurer but not the dragonborn hence why sometimes you'll see a dead adventurer near the lever
HeliHijack20 That's only for the inner sanctum, which is after all the traps, levers and rotating combo locks. You'd also need the claw, and there is only the one.
They know my freakin password! They know! Time to change countries!
Myght's Lab in "Lunar: Silver Star Story Complete". The entrance hall to the main maze is blocked off by these odd wormhole doors that you have to walk through in a specific order to continue. In the Japanese version, there's a clue to the puzzle on the wall poster in the entrance hall. However, in the English version, the clue has been replaced by one of Working Designs' trademark jokes, so the player is on his or her own when it comes to unlocking it. Then again, Myght IS a misanthropic old hermit, so I guess it does make more sense for him not to leave clues on how to get into his home for random visitors...
Who could forget the Banjo Kazooie door locks... Puzzle pieces scattered throughout a world that you opened with other puzzle pieces, using said puzzle pieces to open another door in order to collect more puzzle pieces to continue.
The locked areas in RE2 are the way they are to be impractical. The in-universe explanation is that Chief Irons have set this stuff up 'in case of terrorist attack' when he was really setting the RPD up for failure.
However, this doesn't count for the plug puzzle, and the means to even get to Irons' back room is, well, justifiably convoluted because it's his secret back room. Chief Irons isn't exactly the most well adjusted character.
"terrorism" what politicians use to justify all their policies!
Trainboy1EJR
It would fit if Brian Irons's policy is "Die plz thx Umbrella PAY ME".
It's you again! But are you sure I thought it was like a mueseum or something, but tbh I don't know
Bruce Custodio
I may have attributed too much to Chief Irons but he *is* part of the reason for some of the puzzles.
An excerpt from "Chief's Diary":
*"I was successful in spreading confusion among the police as planned. I've made sure that no one from the outside will come to help. With the delays in police actions, no one will have the chance to escape my city alive. I've seen to it personally that all escape routes from inside the precinct have been cut off as well."*
Excerpt from "Operations Report #1"
*"Chief Irons has voiced concern regarding the issue of terrorism due to a series of recent unresolved incidents. On the very day before the zombies' attack, he made the decision to relocate all weapons to scattered intervals throughout the building as a temporary measure to prevent their possible seizure. Unfortunately, this decision has made it extremely difficult to locate all ammunition caches. It has become our top priority to recover these scattered munitions."*
The entirety of "Secretary's DIary A"
*"-------------- - April 6th - -------------- I accidently moved one of the stone statues on the second floor when I leaned against it. When the chief found out about it, he was furious. I swear that guy nearly bite my head off, screaming at me never to touch the statue again. If it's so important, then maybe he shouldn't have put it out in the open like that... -------------- - April 7th - -------------- I heard that all the art pieces of the chief's collection are rare items, literally worth hundreds of thousands of dollars. I don't know which is the bigger mystery: where he finds those tacky things, or where he's getting the money to pay for them. ------------- - May 10th - ------------- I wasn't surprised to see the chief to come in today with yet another large picture frame in his hands. This time it was really disturbing painting depicting a nude person being hanged. I was appalled by the expression on the chief's face as he leered at the painting. Why anyone would consider that to be a work of art is beyond my comprehension."*
+RippahRooJizah Well thankyiu for clearing that up. I would of believed you if you just said you were sure though, but thankyou for the effort you put into that.
Locks in Nordic ruins were meant to keep draugs and such inside, in the times of ancient nords, these tombs were sacred grounds and only priests were enering it if at all. And still, skyrims has shit-tone of riddles/locks, Near windhelm there is a tomb, it has 3-5 riddle locks in it but If u go blind it may take you a good hour of two, but there are caves were you have t pull 4 levers in right order FEW times, took me 30 minutes when I found it for first time
In Skyrim, the puzzle doors aren't meant to keep people out. They're meant to keep the Draugr in. You can find this info in a book in the game itself.
the first resident evil games bizzare lock mechanisms were actually explained in the novels as the staff being literally crazy paranoid nuts
I don't know if someone already pointed this out but, in Skyrim, the locks were designed to keep the drauger in, not necessarily to keep people out. That's why the stone puzzles are so simple is because the drauger would never get it but the people who built it and wanted access to their tombs or gold could.
As impractical as the door in the Evil Within was, it made for the best chapter in the entire game.
ByTor1212 As well as one of the hardest. (area around me turns blue) Oh no, am I in STEM? (notices a blue lightbulb) ...Oh.
Ahem! You seem to have forgotten every single locked door in the God of War series.
Every cloister of trials in Final Fantasy X. What's up with that? You WANT the summoners to collect all the aeons and bring the Calm, don't you? Then why are you making it so difficult for them to get to the room where they have to pray for the aeons? Just let them in so they can do their fucking jobs.
You can't just walk in, pray for a few minutes, and *bam* you can now summon Bahamut. The point of the trials is to prepare the summoner's mind to be attuned with the lucidness that is the mind of an Aeon, ... that, and the trials are there to give the player something to do other than smash monsters all day...
nispelsm
I haven't played the game in a good while, but wasn't that what the pilgrimage itself was for? Isn't trekking all over the world, fighting monsters and overcoming hardships enough of a test? Why would they have to solve stupidly elaborate puzzles to get to their aeons? Sure, a test of character. If you can endure all that and still want to proceed, your chances of defeating Sin are probably much higher, but in my opinion, the pilgrimage itself is enough of a test. The Cloister just feels like a kick in the balls. Congrats, you travelled halfway across the world to get here. Now solve this mindfuck of a puzzle to get to your prize.
Xylarxcode
My understanding was, the pilgrimage was about traveling Spira, to see exactly what you are fighting for, and to weed out those summoners without the will and endurance needed to face Sin. Also, the only way a summoner could summon the Final Aeon, was to visit each temple, and learn each of the key "lesser" summons first.
nispelsm Eaxactly my point. The pilgrimage is their true test. I think it's Lulu who mentions the fact that a lot of summoners start their pilgrimage but give up halfway for various reasons.
They have to visit 5 temples, which are scattered all over their world. I'm not including the temple of the Magus Sisters, Anima or Yojimbo since they are optional.
And once you have all 5 of them, you have to trek all the way through Zanarkand, which is incredibly difficult to get to, as it requires you to trek across a huge open plains, where you'll have to conduct your final battle against Sin, scale a big ass mountain and make your way through a godforsaken place filled with all kinds of danger with the nearest sign of civilization being days away. My point being, the Cloister isn't needed to test them even further, because the Pilgrimage itself is already taxing enough to confirm their strength of will and character. It just feels like an unnessecary precaution.
Xylarxcode Actually I think the Den of Woe and collecting 10 crimson spheres is one of the more impractical locks. I know that in game they want to make it hard for people to get, and in game it makes sense. But for a locked door it is not very practical.
In Skyrim you can find a book called "Death of a Wanderer" and in it it explains some things here's some quotes... " The sealing-doors. It's not enough to have the claw. They're made if massive stone wheels that must align with the claw's symbols..." "...If you had the claw, you also had the symbols..." "The Draugr are relentless, but far from clever. Once i was downed, they continued shuffling about...." "So the symbols on the doors weren't meant to be another lock. Just a way of ensuring the person entering was actually alive and had a functioning mind." "Then the doors..." "Where never meant to keep people out. They were meant to keep the Draugr in."
So more then likely the other puzzles were to, (and in Bleak Falls Barrow it proves that bandits are dumb when the one couldn't figure out the code and died) ,although somewhere you can read that the Draugr were resurrected to continue their worship of the Dragons after they died and at the time looked like the living until they started to decay turning into the draugr you see now
Accoring to the lore, the "combination-lock doors" in skyrim were in fact not made to keep tomb raiders and such out, they were actually made do keep the draugr in.
*WARNING* HIGH SOUND JUMPSCARE AT 3:54 HEADPHONE USERS BEWARE *WARNING*
The doors in the nordic ruins in skyrim were designed to be easy for anyone who was alive to figure out. I.e. anyone who wasn't a draugr. They were meant to keep the draugr in, not keep people out. Also why the combination was on the base of the dragon claws.
Jasper Salisbury But surely having an easy lock would mean someone could go walking past and just open it? Then anything could get out once it is open?
I think the idea was that people would have the wherewithal to close it behind them aha
Jasper Salisbury What if I'm a necromancer who wants to terrorize a town by unleasinh draugr on it?
Plus, those doors already have a proper key in the shape of the dragon claw, the really silly puzzle is just there for no discernible reason.
Skyrim doors were made to keep the Draugr inside, not to avoid outsiders.
Riddle doors ranging from those found in the main quest dungeons of the first elder scrolls game to the extremely complex one in Dishonored 2. "I want to keep something safe, so I'll put it behind a door that will give literally anyone who walks up a fair chance at opening it"
The lock to Fallout 4's Railroad HQ. Not only is the password far too easy to guess, once you open the door, you can't close it. Hmm.
The doors in skyrim were to keep the dwemer not keeping others out, the doors were supposed to be easy for everyone over then the dwemer
Do you mean draugur?
Haha yes
+Joseph Pitts actually quite interesting
*Draugr
Draugr not dwemer
i like the skyrim arrow trap lock
also unlocked it
Game: lego marvel door: EVERY HYDRA DOOR EVER
I work in an escape room, and the locks and door-locking mechanisms are pretty similar to these described in this video. Funny thing is, a great deal of people suffer in actually opening them, because some people are really blind. :D
You picked the lock to bleak falls barrow? Seriously?!
Try Esbern's Door. That thing was just unbelievable...
how many viewers said ''shit ! that's my password!''.
I'm thinkin' none
I had a guy once let me borrow his character on an MMO and his password was password2..... no joke
+Malango nope it isn't my password. haha haha haaa!
+Malango i changed it after this
+Natsu Addams jk
What is the music of life?
Silence, my brother.
DJAB87 Welcome Home.
What is life's greatest illusion?
Innocence, my brother.
Screaming?
skyrims should have been the tonal lock.. 100% usefull i promise
THAT GLITCHY PIECE OF GARBAGE RUINED A PERFECTLY GOOD RUN!
I finally get around to going for the Aetherium quest, and in the last room of "Arkngthamz" the second "tone" wouldn't sound out when hit. Where I was level 60+!! I started over just to get it to work again! No shitty musicbox door is keeping me away from my treasure! And god damn did it feel good when they chimed open!
Why TCL? Do it in style! Open console, click on door, type "unlock", close console. Win.
Raph Nah, show some real style, grab one of those plates and platters, place it in the wall, and run your ass through it like you've just performed a spectacular magic trick, hah
There's actually a bit of lore in Skyrim explaining why the locks are so easy. It's not to keep the living out, it's to keep the draugr in. Seems pretty effective so far.
For the resident evil police station, they probably keep all the random bits and bobs to unlock the door in the cabinet where one of the officers gives you an item before he dies
Or perhaps Chief Irons has a Master Key(s) on him at all times, which unlock all the doors in the station. I always assumed that the special keys Leon and Claire have to find are just a back up system, in case the main keys are lost.
the claws in skyrim are pretty stupid too, the combination is on the key
Well that's a little better than the ones where the combination is on the wall. At least being on a claw, if you were anywhere except the cave or whatever, then people would just have a claw and no idea what it is or anything.
They also didn't mention the poison darts that, in actuality, would probably kill the person if it weren't a video game. Yeah, it's a 1/9 chance which is pretty high, but it's also pretty high risk.
any lorenerd would know that the door is actually supposed to keep the draugr inside, not to keep people from entering.
The purpose of the locks in Nord crypts is not to keep people out, they are meant to keep the Dragur in.
funny, the whole time, i NEVER thought to look ON THE DAMN CLAW!
the whole game was simply guessing the shit out of the doors like some mindless dragur that was apparently smarter than the rest.
jtlol5 Seriously?? Damn!! I bet it was pretty frustrating...
Excuse me while i go change my password.................... OI don't look >:|
It's password
Robert Woodard nope
+Ernesto Lone Wolf password1234
I changed mine to notpassword123. I'm so smart ...wait
In skyrim the doors are meant to keep the the dragur in, not the people out
+Jack Griffith and thats as dumb of excuse as it gets. How do u keep them in if anybody can open the door and let them out.
"probably too scared", "probably kill you", "probably skilled enough" lmao what a dumbass
That thing is undeniably dumb and a clear proof of how much the developers don't trust the player's intelligence to solve even a basic puzzle. It shows how much bethesda has fallen since Morrowind.
baseballrogue fine don't believe me
wow so violent over a dumb puzzle chill dude!
The skyrim lore is huge and tells you why the locks where made that way. It wasn't to keep adventures out it was to keep the dragur in. The creators knew that the lock would be too complicated for the simple minded dragur but simple enough for an adventurer.
Kid Icarus: Uprising has the key to the underworld in which you need to venture down to the bottom of the god damn ocean, get into the palace down there, open locks inside said palace while killing underworld monsters, kill the god of death, and then go down a chasm with a shit ton of death crystals! I admit it's the best security in the world but when you are one of those guys who left their stuffed bunny in the underworld you ain't seeing that thing ever again.
skyrim locks like that were meant to keep the drauger in not you out
At the time the ruins were made, all the inhabitants were already evil zombies with swords, axes, bows, and voices capable of tossing you off cliffs? How fortunate that they all decided to just hang out for weeks or months and let people place all those traps, doors, and walls around them.
well, they sleep for most of the time, the Draugrs, only awaking to clean and protect the dragon priests once a day. Lore fan
I'm just imagine one with a bottle of windex trying to clean and then getting killed by an adventurer
Or pushing a shop broom around and getting an arrow to the ...
...
...
...
head.
Dargonhuman well they're not out being a... explorer, since their in the dungeon so no need to feel guilty
demons don't like strawberries, they like apples (it's a death note thing if you don't know :|
those are shinigami not demons
Andrew Bondarenko same thing
no.
Shinigami meaning "death god" is a figure in Shinto mythology who is VERY basically equivalent to the Grim Reaper.
Oni would be the sorta same as demons.
Please don't make me give a more detailed explanation. Shinto mythology gets really complicated really fast.
Andrew Bondarenko ok sorry
Andrew Bondarenko I've actually been meaning to research Shinto for inspiration on an idea of mine.
What About that door in skyrim that you talk to in whiterun
What door
DarkSamuraiHD You mean the Dark Door near Riften? It's like a password, which should work pretty well against anyone who isn't handed four options in a dialogue menu.
Poldovico No he means the door right below Jarl Ballin's throne that his son talks to, you get a Daedric weapon from it that gets stronger from killing your friends.
Fred Hagen-Gates I forget what it's called, but you get a daedric weapon from it
Alice Irdiel
In which city is this? Jarl names all sound the same to me.
to be fair, they explained the ease of unlocking skyrim barrows. they are meant to keep the drauger from wandering out. the drauger are the real security system. since they're mindless zombies, they can't figure out the simple combinations even on accident.
In skyrim there is an exeption. In the lore of ancient Nordic barial chambers the lock is not to keep people out, it was to keep the drouger(Nordic zombies) in.
There is actually theories that the locks in Skyrim's dungeons are not made to keep anyone from comming in, but to keep whatever is in there from comming out. Think about that
The locks in the RCPD were explained in-game as holdovers from the time that the building was an art museum...it doesn't really explain why a museum had escape room doors, though.
just going to say, in Baulder's Gate Dark Alliance 2 you have to find sheets of Harpsichord music to unlock Bloodmire Manor...
Yes, such a hassle. Don't miss a chest hidden in a corner, or you'll waste hours looking for it!
You forgot most of the Myst series. If I recall correctly, there is only one door in the entire first game that doesn't need a complex riddle. Or... a good judge of audio quality.
the puzzle locks in the skyrim tombs are not there to keep adventurers out but to keep the zombie security system inside