Difference between revisions of "Key"
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(+ blue keycard screenshot, to complete the set) |
GoldDragon (talk | contribs) (E2M3, E2M7) |
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== Description == | == Description == | ||
− | There are two types of key: | + | There are two types of key: electronic keycards, and "skull keys" which resemble glowing monochrome skulls. If the [[player]] encounters a locked door and attempts to open it without the correct key, the door will not open (and the player will receive a message to that effect). Once a key is obtained, any locked door of the corresponding color on the map can be opened. All keys are returned upon exiting a map. |
− | Multiple keys of a given color may be picked up in the same level; the [[status bar]] will display whichever type was last taken. Doors in [[vanilla Doom]] are affected identically by keycards and skull keys. | + | Multiple keys of a given color may be picked up in the same level; the [[status bar]] will display whichever type was last taken. Doors in [[vanilla Doom]] are affected identically by keycards and skull keys. As a cosmetic guideline, a bar of coloured lights surround a locked door when keycards are used, while a column of coloured skulls are used for skull keys. However, this has been occasionally violated, such as in [[E2M3: Refinery (Doom)|E2M3: Refinery]] which had keycard pickups but the locked doors were marked with skulls. |
In multiplayer [[deathmatch]] games, all keys are removed from each map, and players spawn carrying all keys. | In multiplayer [[deathmatch]] games, all keys are removed from each map, and players spawn carrying all keys. | ||
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== Enhancements == | == Enhancements == | ||
− | [[Final Doom]] introduced "locked" switches, which cannot be activated without a key of the appropriate color. | + | [[Ultimate Doom]] and [[Final Doom]] introduced "locked" switches, which cannot be activated without a key of the appropriate color. |
− | [[Boom]], introduced door types that require the key to be of the right type and not just the right color. Such doors are supported in most [[source port]]s. Certain source ports also allow the use of locked doors requiring multiple keys. | + | [[Boom]], introduced door types that require the key to be of the right type and not just the right color. Such doors are supported in most [[source port]]s. |
+ | |||
+ | Certain source ports also allow the use of locked doors requiring multiple keys, an advancement over the original Doom engine which often placed several locked doors in front of each other such as in [[E2M6: Halls of the Damned (Doom)|E2M6: Halls of the Damned]]. | ||
==Data== | ==Data== |
Revision as of 16:53, 14 July 2007
Keys are used to open designated locked doors.
Contents
Description
There are two types of key: electronic keycards, and "skull keys" which resemble glowing monochrome skulls. If the player encounters a locked door and attempts to open it without the correct key, the door will not open (and the player will receive a message to that effect). Once a key is obtained, any locked door of the corresponding color on the map can be opened. All keys are returned upon exiting a map.
Multiple keys of a given color may be picked up in the same level; the status bar will display whichever type was last taken. Doors in vanilla Doom are affected identically by keycards and skull keys. As a cosmetic guideline, a bar of coloured lights surround a locked door when keycards are used, while a column of coloured skulls are used for skull keys. However, this has been occasionally violated, such as in E2M3: Refinery which had keycard pickups but the locked doors were marked with skulls.
In multiplayer deathmatch games, all keys are removed from each map, and players spawn carrying all keys.
Enhancements
Ultimate Doom and Final Doom introduced "locked" switches, which cannot be activated without a key of the appropriate color.
Boom, introduced door types that require the key to be of the right type and not just the right color. Such doors are supported in most source ports.
Certain source ports also allow the use of locked doors requiring multiple keys, an advancement over the original Doom engine which often placed several locked doors in front of each other such as in E2M6: Halls of the Damned.
Data
Blue keycard data | |
---|---|
Thing type | 5 (decimal), 5 (hex) |
Appears in | Shareware Doom Registered Doom Ultimate Doom Doom II/Final Doom |
Radius | 20 |
Sprite | BKEY |
Class | Key Pickup |
Red keycard data | |
---|---|
Thing type | 13 (decimal), D (hex) |
Appears in | Shareware Doom Registered Doom Ultimate Doom Doom II/Final Doom |
Radius | 20 |
Sprite | RKEY |
Class | Key Pickup |
Yellow keycard data | |
---|---|
Thing type | 6 (decimal), 6 (hex) |
Appears in | Shareware Doom Registered Doom Ultimate Doom Doom II/Final Doom |
Radius | 20 |
Sprite | YKEY |
Class | Key Pickup |
Blue skull key data | |
---|---|
Thing type | 40 (decimal), 28 (hex) |
Appears in | Registered Doom Ultimate Doom Doom II/Final Doom |
Radius | 20 |
Sprite | BSKU |
Class | Key Pickup |
Red skull key data | |
---|---|
Thing type | 38 (decimal), 26 (hex) |
Appears in | Registered Doom Ultimate Doom Doom II/Final Doom |
Radius | 20 |
Sprite | RSKU |
Class | Key Pickup |
Yellow skull key data | |
---|---|
Thing type | 39 (decimal), 27 (hex) |
Appears in | Registered Doom Ultimate Doom Doom II/Final Doom |
Radius | 20 |
Sprite | YSKU |
Class | Key Pickup |
Appearance statistics
The IWADs contain the following numbers of keys:
Blue keycard
Game | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Ultimate Doom | 11 | 11 | 11 |
Doom II | 14 | 14 | 14 |
TNT: Evilution | 17 | 17 | 17 |
Plutonia | 11 | 11 | 11 |
Red keycard
Game | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Ultimate Doom | 7 | 7 | 7 |
Doom II | 11 | 11 | 11 |
TNT: Evilution | 18 | 18 | 18 |
Plutonia | 7 | 7 | 7 |
Yellow keycard
Game | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Ultimate Doom | 9 | 9 | 9 |
Doom II | 9 | 9 | 9 |
TNT: Evilution | 14 | 14 | 14 |
Plutonia | 8 | 8 | 8 |
Blue skull key
Game | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Ultimate Doom | 15 | 15 | 15 |
Doom II | 8 | 8 | 8 |
TNT: Evilution | 8 | 8 | 8 |
Plutonia | 11 | 11 | 11 |
Red skull key
Game | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Ultimate Doom | 12 | 12 | 12 |
Doom II | 8 | 8 | 8 |
TNT: Evilution | 10 | 10 | 10 |
Plutonia | 12 | 12 | 12 |
Yellow skull key
Game | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Ultimate Doom | 11 | 11 | 11 |
Doom II | 8 | 8 | 8 |
TNT: Evilution | 8 | 8 | 8 |
Plutonia | 14 | 14 | 14 |
Doom RPG
Keycards appear in Doom RPG, but skull keys do not.
See also
External links
- The Doom II Key FAQ, at doom2.net
- Doom RPG FAQ by Tony8669, at gamefaqs.com
Items from Doom, Doom II and Doom 64 | |
---|---|
Health: | Health bonus • Stimpack • Medikit |
Armor: | Armor bonus • Armor • Megaarmor |
Powerups: | Berserk • Computer area map • Invulnerability • Light amplification visor • Megasphere • Partial invisibility • Radiation shielding suit • Supercharge |
Keys: | Keycard • Skull key • Demon Key |
Weapons: | Fist • Chainsaw • Pistol • Shotgun • Super shotgun • Chaingun • Rocket launcher • Plasma gun • BFG9000 • Unmaker |
Ammo: | Backpack • Clip • 4 shotgun shells • Rocket • Energy cell • Box of bullets • Box of shotgun shells • Box of rockets • Energy cell pack |