Strife keys

This page is about the keys found in Strife. Each key is only used once in the game, but may be used to open multiple doors.


 * Base Key - Given to Strifeguy by Rowan, allows access to the Front Base
 * Govs Key - Received from Macil after first meeting, allows access to Governor Mourel's Mansion
 * Pass Card - (Optional) Governor Mourel gives this to Strifeguy upon accepting the "I'm not squimish" mission. Grants entry to the Power Station
 * Prison Pass - Governor Mourel gives this to Strifeguy upon return after one of his missions is complete. Opens the Prison gate.
 * ID Badge - Optional Key from Prison Guard, drops upon his death, gives access to Warden Montag.
 * Prison Key - Key dropped by Warden Montag upon death, allows entry into majority of Prison, any key slot that is yellow in the Prison works.
 * Severed Hand - Taken from Judge Wolenick, allows Strifeguy to use hand scanners and free the prisoners.
 * Pass Card - Received from Macil if Strifeguy doesn't have the Pass Card after the Prison Mission. Grants entry to the Power Station.
 * Power1 Key - Given by Worner during Macil's Power Station Mission, allows access to Reactor Core Sector of the *Power Station.
 * Power2 Key - A Technician gives this to Strifeguy, allows access to Western Reactor Core Sector of the Power Station, and a technician who drops the Gold Key.
 * Gold Key - Dropped by a Technician who talks about new weapons. Allows access to weapons cache in Warehouse Sector of the Power Station.
 * Power3 Key - Given by Sammis to Strifeguy, used to gain entry to the Reactor Core, and opens Sewer Gate.
 * ID Card - Dropped by two Red Acolytes in The Sewers, Used to open storage sector in the Sewers, contains Grenade Launcher.
 * Silver Key - From the false Programmer in the Audience Chamber, opens cache in Old Front Base, and in the Audience Chamber, and access The Programmer's Keep.
 * Oracle Key - Dropped from Two Red Acolytes in the Borderlands, allows entry to The Temple Of The Oracle.
 * Military ID - Given by Keymaster after the Oracle gives its permission. Opens gates to Bishop's Sector of Borderlands.
 * Order Key - Dropped by Gray Acolyte in Bishop's Sector of Borderlands, and Red Acolyte in The Bailey. Allows access to Fortress: The Bailey.
 * Mauler Key - Dropped by Gold Acolyte in The Fortress: Store. Allows access to a Mauler.
 * Core Key - On pedestal in NW Fortress: Administration, allows access to central computer.
 * Brass Key - Given by Macil after killing the Oracle, gives access to Order Commons.
 * Catacomb Key - Given by Richter, grants entry to the Catacombs.
 * Mine_Key - Found under a Spectre in Catacombs: Ruined Temple, opens Mines.
 * Factory Key - Found under a Spectre in Ruined Temple, opens Factory Receiving.
 * Blue Crystal Key - Found in Factory: Conversion Chapel, allows access to Convertor.
 * Chapel Key - Found in Conversion Chapel, allows access to Convertor.
 * Red Crystal Key - Found in Conversion Chapel, allows access to Convertor.

Trivia
The locked messages for the ID Badge and ID Card are switched: doors opened by the ID Badge give the message "You need an id card"; while doors opened by the ID Card give the message "You need an id badge". This is because the positions of the ID Card and ID Badge are switched in the key list enum compared to the global mobj table enum: the badge is the 137th mobj defined, which makes it the fourth key (the first, the base key, being 134th overall), and the card is the 11th key (144th mobj). But in the key enum, the card is in fourth position while the badge is in eleventh position.