Difference between revisions of "Key"

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[[Image:Doomkeys.png|thumb|right|The three keycards, the skullkeys, and the equivalent [[status bar]] icons.]]
+
{{About|the keycards and skulls found as in-game items|the keys used for moving, shooting, etc.|Controls}}
 +
A '''key''' is an [[item]] used to open designated locked [[door]]s or switches.
  
[[Image:Doom2_yellow_skull.png|thumb|right|256px|The yellow skull key as seen in [[MAP28: The Spirit World|MAP28]] of [[Doom II]]]]
+
== Description ==
  
'''Keys''' are used to open designated locked [[door]]s. There are two types of key: futuristic 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 lost upon exiting a map.
+
[[Image:Doom E1M2 Red Key.png|thumb|right|256px|The first key encountered in the series, a red keycard in [[E1M2: Nuclear Plant (Doom)|E1M2: Nuclear Plant]] from the [[Knee-Deep in the Dead]] episode of Doom]]
  
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. [[Boom]], however, 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.
+
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 lost upon exiting a map.
  
[[Final Doom]] introduced "locked" switches, which cannot be activated without a key of the appropriate color.
+
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. In stock maps, 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 is occasionally violated, such as in [[E2M3: Refinery (Doom)|E2M3: Refinery]] which had keycard pickups but skull doorframes.)
 +
 
 +
Keys, as other [[thing]]s, can be flagged to appear on certain [[skill level]]s. This allows the map designer to place a key in a more challenging spot for higher levels of difficulty. The original games include a couple of instances. In [[E3M6: Mt. Erebus (Doom)|E3M6: Mt. Erebus]], the blue skull key can be found quite effortlessly in the center area when playing on the easiest levels. If played on ''Hurt Me Plenty'' or higher, the key is instead hidden inside one of the buildings. Thus, in addition to being attacked by a larger population of monsters, the player also has to explore more areas to find the key. In [[MAP06: The Crusher (Doom II)|MAP06: The Crusher]], the blue keycard will appear at one of three possible locations in the great crusher hall. The more difficult the skill level is, the bigger effort the player has to make to obtain the key.
  
 
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.
 +
 +
== Enhancements ==
 +
 +
* ''[[Ultimate Doom]]'' and ''[[Final Doom]]'' introduced "locked" switches, which cannot be activated without a key of the appropriate color. However, the feature was limited only to toggles that open fast doors permanently. Such switches were already supported in ''[[Doom II]]'' but the level designers never used them in the game.
 +
 +
* [[Boom]] introduced door types that require the key to be of the right type and not just the right color, such as a door that responds to a red skull but not to a red keycard. Boom also introduced locks requiring all keys, a situation sometimes approximated in the original games by placing several locked doors in front of each other (e.g. [[E2M6: Halls of the Damned (Doom)|E2M6: Halls of the Damned]]), and locks requiring any key. In Boom and [[:Category:Boom compatible|compatible ports]] (that is, most ports), a locked door can be activated in any way a [[linedef]] can (including walkover) and can have any movement speed and delay before moving back (or staying in the final position) supported by Boom.
 +
 +
* ''[[Hexen]]'' replaced hardcoded [[linedef types]] (e.g., 26 for blue key, 27 for yellow, 28 for red) by [[action specials]] where the key is represented by a parameter, making it simpler to manage the eleven [[Hexen keys|key types]] from the game. In addition to door specials, ''Hexen'' also allows [[ACS]] trigger specials to be locked in the same manner. [[ZDoom]] extended the parameterized system to allow mappers to define new lock types with the LOCKDEFS [[lump]], enabling the creation of doors requiring any arbitrary key combination.
 +
 +
* ''[[Doom 64]]'' changed the key system to be entirely independent of line type, instead being a property of the linedef itself. This allows to use key locks on any line type; for example there is a "locked" tripwire in [[MAP30: The Lair (Doom 64)|MAP30: The Lair]], which lowers a switch on the wall when traversed, but only if the player has the yellow key.  If the player does not possess the key the switch will not lower, the marine will grunt, and the line "You Need The Yellow Key" will appear at the top of the screen. In addition, the game will make the appropriate key icon in the status bar flash for a short while when trying to activate a locked line without the proper key, a feature it shares with the [[Sony PlayStation|PlayStation version]] of Doom.
  
 
==Data==
 
==Data==
[[Image:Av map02 yellow card.png|thumb|right|256px|The yellow keycard in [[MAP02: Rusty Rage|MAP02]] of [[Alien Vendetta]]]]
+
[[File:Attack blue key.png|thumb|right|192px|The blue keycard in [[MAP01: Attack (Master Levels)|ATTACK.WAD]] from the [[Master Levels for Doom II|Master Levels]].]]
[[Image:Av map09 red skull.png|thumb|right|256px|The red skull key in [[MAP09: Castle Gardens|MAP09]] of [[Alien Vendetta]]]]
+
[[File:Doom 64 blue keycard.png|thumb|right|192px|The blue keycard found in [[MAP29: Outpost Omega (Doom 64)|MAP29: Outpost Omega]] from [[Doom 64]].]]
  
 
{| {{prettytable}}
 
{| {{prettytable}}
 
!colspan="2"|Blue keycard data
 
!colspan="2"|Blue keycard data
 
|-
 
|-
| Thing type||5 (decimal), 5 (hex)
+
| [[Thing types|Thing type]]||5 (decimal), 5 (hex)
 
|-
 
|-
| Appears in||Shareware Doom<br>Registered Doom<br>Ultimate Doom<br>Doom II/Final Doom
+
| [[Mobj|Enum]]||MT_MISC4 (47)
 +
|-
 +
| Appears in||[[Shareware]] Doom<br>[[Doom]]/[[Ultimate Doom]]<br>[[Doom II]]/[[Final Doom]]<br>[[Doom 64]]/[[The Lost Levels|Lost Levels]]
 
|-
 
|-
 
| Radius||20
 
| Radius||20
 
|-
 
|-
| Sprite||BKEY
+
| Height||16
 
|-
 
|-
| Class||Key<br>Pickup
+
| [[Sprite]]||BKEY
 +
|-
 +
| Frames||2 [AB]
 +
|-
 +
| [[Thing types|Class]]||Key<br>Pickup
 +
|-
 +
| Flags||{{c|33554433}} (decimal)<br>{{c|02000001}} (hex)
 
|-
 
|-
 +
| Flags list|| 0: Can be picked up<br>25: Not in [[deathmatch]]
 
|}
 
|}
  
[[Image:Av map02 red card.png|thumb|right|256px|The red keycard in [[MAP02: Rusty Rage|MAP02]] of [[Alien Vendetta]]]]
+
[[File:Av map02 red card.png|thumb|right|192px|The red keycard in [[MAP02: Rusty Rage (Alien Vendetta)|MAP02]] of [[Alien Vendetta]].]]
 +
[[File:Doom 64 red keycard.png|thumb|right|192px|The red keycard in in [[MAP05: Tech Center (Doom 64)|MAP05: Tech Center]] from [[Doom 64]].]]
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 37: Line 60:
 
| Thing type||13 (decimal), D (hex)
 
| Thing type||13 (decimal), D (hex)
 
|-
 
|-
| Appears in||Shareware Doom<br>Registered Doom<br>Ultimate Doom<br>Doom II/Final Doom
+
| Enum||MT_MISC5 (48)
 +
|-
 +
| Appears in||Shareware Doom<br>Doom/Ultimate Doom<br>Doom II/Final Doom<br>Doom 64/Lost Levels
 
|-
 
|-
 
| Radius||20
 
| Radius||20
 +
|-
 +
| Height||16
 
|-
 
|-
 
| Sprite||RKEY
 
| Sprite||RKEY
 +
|-
 +
| Frames||2 [AB]
 
|-
 
|-
 
| Class||Key<br>Pickup
 
| Class||Key<br>Pickup
 
|-
 
|-
 +
| Flags||{{c|33554433}} (decimal)<br>{{c|02000001}} (hex)
 +
|-
 +
| Flags list|| 0: Can be picked up<br>25: Not in deathmatch
 
|}
 
|}
 +
 +
[[File:Av map02 yellow card.png|thumb|right|192px|The yellow keycard in [[MAP02: Rusty Rage (Alien Vendetta)|MAP02]] of [[Alien Vendetta]].]]
 +
[[File:Doom 64 yellow keycard.png|thumb|right|192px|The yellow keycard in [[MAP07: Research Lab (Doom 64)|MAP07: Research Lab]] from [[Doom 64]].]]
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 52: Line 87:
 
| Thing type||6 (decimal), 6 (hex)
 
| Thing type||6 (decimal), 6 (hex)
 
|-
 
|-
| Appears in||Shareware Doom<br>Registered Doom<br>Ultimate Doom<br>Doom II/Final Doom
+
| Enum||MT_MISC6 (49)
 +
|-
 +
| Appears in||Shareware Doom<br>Doom/Ultimate Doom<br>Doom II/Final Doom<br>Doom 64/Lost Levels
 
|-
 
|-
 
| Radius||20
 
| Radius||20
 +
|-
 +
| Height||16
 
|-
 
|-
 
| Sprite||YKEY
 
| Sprite||YKEY
 +
|-
 +
| Frames||2 [AB]
 
|-
 
|-
 
| Class||Key<br>Pickup
 
| Class||Key<br>Pickup
 
|-
 
|-
 +
| Flags||{{c|33554433}} (decimal)<br>{{c|02000001}} (hex)
 +
|-
 +
| Flags list|| 0: Can be picked up<br>25: Not in deathmatch
 
|}
 
|}
  
[[Image:E4m1 nin and blue skull.png|thumb|right|256px|The blue skull key in [[E4M1: Hell Beneath|E4M1]] of [[Doom]]]]
+
[[File:E4m1 nin and blue skull.png|thumb|right|192px|The blue skull key in [[E4M1: Hell Beneath (Doom)|E4M1]] of [[Doom]].]]
 +
[[File:Doom 64 blue skull key.png|thumb|right|192px|The blue skull key in [[MAP16: Blood Keep (Doom 64)|MAP16: Blood Keep]] from [[Doom 64]].]]
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 69: Line 114:
 
| Thing type||40 (decimal), 28 (hex)
 
| Thing type||40 (decimal), 28 (hex)
 
|-
 
|-
| Appears in||Registered Doom<br>Ultimate Doom<br>Doom II/Final Doom
+
| Enum||MT_MISC9 (52)
 +
|-
 +
| Appears in||Doom/Ultimate Doom<br>Doom II/Final Doom<br>Doom 64/Lost Levels
 
|-
 
|-
 
| Radius||20
 
| Radius||20
 +
|-
 +
| Height||16
 
|-
 
|-
 
| Sprite||BSKU
 
| Sprite||BSKU
 +
|-
 +
| Frames||2 [AB]
 
|-
 
|-
 
| Class||Key<br>Pickup
 
| Class||Key<br>Pickup
 
|-
 
|-
 +
| Flags||{{c|33554433}} (decimal)<br>{{c|02000001}} (hex)
 +
|-
 +
| Flags list|| 0: Can be picked up<br>25: Not in deathmatch
 
|}
 
|}
 +
 +
[[File:Av map09 red skull.png|thumb|right|192px|The red skull key in [[MAP09: Castle Gardens (Alien Vendetta)|MAP09]] of [[Alien Vendetta]].]]
 +
[[File:Doom 64 red skull key.png|thumb|right|192px|The red skull key in [[MAP20: Breakdown (Doom 64)|MAP20: Breakdown]] from [[Doom 64]].]]
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 84: Line 141:
 
| Thing type||38 (decimal), 26 (hex)
 
| Thing type||38 (decimal), 26 (hex)
 
|-
 
|-
| Appears in||Registered Doom<br>Ultimate Doom<br>Doom II/Final Doom
+
| Enum||MT_MISC8 (51)
 +
|-
 +
| Appears in||Doom/Ultimate Doom<br>Doom II/Final Doom<br>Doom 64/Lost Levels
 
|-
 
|-
 
| Radius||20
 
| Radius||20
 +
|-
 +
| Height||16
 
|-
 
|-
 
| Sprite||RSKU
 
| Sprite||RSKU
 +
|-
 +
| Frames||2 [AB]
 
|-
 
|-
 
| Class||Key<br>Pickup
 
| Class||Key<br>Pickup
 
|-
 
|-
 +
| Flags||{{c|33554433}} (decimal)<br>{{c|02000001}} (hex)
 +
|-
 +
| Flags list|| 0: Can be picked up<br>25: Not in deathmatch
 
|}
 
|}
 +
 +
[[File:Doom2 yellow skull.png|thumb|right|192px|The yellow skull key in [[MAP28: The Spirit World (Doom II)|MAP28]] of [[Doom II]].]]
 +
[[File:Doom 64 yellow skull key.png|thumb|right|192px|The yellow skull key in [[MAP32: Hectic (Doom 64)|MAP32: Hectic]] from [[Doom 64]].]]
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 99: Line 168:
 
| Thing type||39 (decimal), 27 (hex)
 
| Thing type||39 (decimal), 27 (hex)
 
|-
 
|-
| Appears in||Registered Doom<br>Ultimate Doom<br>Doom II/Final Doom
+
| Enum||MT_MISC7 (50)
 +
|-
 +
| Appears in||Doom/Ultimate Doom<br>Doom II/Final Doom<br>Doom 64/Lost Levels
 
|-
 
|-
 
| Radius||20
 
| Radius||20
 +
|-
 +
| Height||16
 
|-
 
|-
 
| Sprite||YSKU
 
| Sprite||YSKU
 +
|-
 +
| Frames||2 [AB]
 
|-
 
|-
 
| Class||Key<br>Pickup
 
| Class||Key<br>Pickup
 
|-
 
|-
 +
| Flags||{{c|33554433}} (decimal)<br>{{c|02000001}} (hex)
 +
|-
 +
| Flags list|| 0: Can be picked up<br>25: Not in deathmatch
 
|}
 
|}
  
 
== Appearance statistics ==
 
== Appearance statistics ==
 +
The [[IWAD]]s contain the following numbers of keys:
  
The [[IWAD]]s contain the following numbers of keys:<br><br>'''Blue keycard'''
+
'''Blue keycard'''
 
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
!Game||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
 
!Game||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
Line 123: Line 201:
 
|-
 
|-
 
|[[Plutonia]]||11||11||11
 
|[[Plutonia]]||11||11||11
 +
|-
 +
|[[Doom 64]]||13||13||13
 +
|-
 +
|[[The Lost Levels]]||1||1||1
 
|}
 
|}
 
'''Red keycard'''
 
'''Red keycard'''
Line 135: Line 217:
 
|-
 
|-
 
|[[Plutonia]]||7||7||7
 
|[[Plutonia]]||7||7||7
 +
|-
 +
|[[Doom 64]]||6||6||6
 +
|-
 +
|[[The Lost Levels]]||1||1||1
 
|}
 
|}
 
'''Yellow keycard'''
 
'''Yellow keycard'''
Line 147: Line 233:
 
|-
 
|-
 
|[[Plutonia]]||8||8||8
 
|[[Plutonia]]||8||8||8
 +
|-
 +
|[[Doom 64]]||9||9||9
 +
|-
 +
|[[The Lost Levels]]||1||1||1
 
|}
 
|}
  
Line 160: Line 250:
 
|-
 
|-
 
|[[Plutonia]]||11||11||11
 
|[[Plutonia]]||11||11||11
 +
|-
 +
|[[Doom 64]]||15||15||15
 +
|-
 +
|[[The Lost Levels]]||4||4||4
 
|}
 
|}
 
'''Red skull key'''
 
'''Red skull key'''
Line 172: Line 266:
 
|-
 
|-
 
|[[Plutonia]]||12||12||12
 
|[[Plutonia]]||12||12||12
 +
|-
 +
|[[Doom 64]]||13||13||13
 +
|-
 +
|[[The Lost Levels]]||5||5||5
 
|}
 
|}
 
'''Yellow skull key'''
 
'''Yellow skull key'''
Line 184: Line 282:
 
|-
 
|-
 
|[[Plutonia]]||14||14||14
 
|[[Plutonia]]||14||14||14
 +
|-
 +
|[[Doom 64]]||16||16||16
 +
|-
 +
|[[The Lost Levels]]||4||4||4
 
|}
 
|}
  
Line 191: Line 293:
  
 
== See also ==
 
== See also ==
 +
* [[Heretic keys]]
 +
* [[Hexen keys]]
 +
* [[Strife keys]]
 +
* [[Doom Eternal keys]]
 +
* [[Monsters open locked doors]]
  
{{Doom items}}
+
== External links ==
  
== External links ==
+
* {{idgames|id=2823|The Doom II Key FAQ}}
 +
* [https://www.gamefaqs.com/portable/mobile/game/927196.html Doom RPG FAQ] by Tony8669, at gamefaqs.com
  
* [http://www.doom2.net/single/dm2_keys.txt The Doom II Key FAQ], at doom2.net
+
{{Doom items}}
* [http://www.gamefaqs.com/portable/mobile/game/927196.html Doom RPG FAQ] by Tony8669, at gamefaqs.com
+
[[Category:Keys|*]]

Revision as of 08:28, 26 November 2022

This article is about the keycards and skulls found as in-game items. For the keys used for moving, shooting, etc., see Controls.

A key is an item used to open designated locked doors or switches.

Description

The first key encountered in the series, a red keycard in E1M2: Nuclear Plant from the Knee-Deep in the Dead episode of Doom

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 lost 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. In stock maps, 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 is occasionally violated, such as in E2M3: Refinery which had keycard pickups but skull doorframes.)

Keys, as other things, can be flagged to appear on certain skill levels. This allows the map designer to place a key in a more challenging spot for higher levels of difficulty. The original games include a couple of instances. In E3M6: Mt. Erebus, the blue skull key can be found quite effortlessly in the center area when playing on the easiest levels. If played on Hurt Me Plenty or higher, the key is instead hidden inside one of the buildings. Thus, in addition to being attacked by a larger population of monsters, the player also has to explore more areas to find the key. In MAP06: The Crusher, the blue keycard will appear at one of three possible locations in the great crusher hall. The more difficult the skill level is, the bigger effort the player has to make to obtain the key.

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. However, the feature was limited only to toggles that open fast doors permanently. Such switches were already supported in Doom II but the level designers never used them in the game.
  • Boom introduced door types that require the key to be of the right type and not just the right color, such as a door that responds to a red skull but not to a red keycard. Boom also introduced locks requiring all keys, a situation sometimes approximated in the original games by placing several locked doors in front of each other (e.g. E2M6: Halls of the Damned), and locks requiring any key. In Boom and compatible ports (that is, most ports), a locked door can be activated in any way a linedef can (including walkover) and can have any movement speed and delay before moving back (or staying in the final position) supported by Boom.
  • Hexen replaced hardcoded linedef types (e.g., 26 for blue key, 27 for yellow, 28 for red) by action specials where the key is represented by a parameter, making it simpler to manage the eleven key types from the game. In addition to door specials, Hexen also allows ACS trigger specials to be locked in the same manner. ZDoom extended the parameterized system to allow mappers to define new lock types with the LOCKDEFS lump, enabling the creation of doors requiring any arbitrary key combination.
  • Doom 64 changed the key system to be entirely independent of line type, instead being a property of the linedef itself. This allows to use key locks on any line type; for example there is a "locked" tripwire in MAP30: The Lair, which lowers a switch on the wall when traversed, but only if the player has the yellow key. If the player does not possess the key the switch will not lower, the marine will grunt, and the line "You Need The Yellow Key" will appear at the top of the screen. In addition, the game will make the appropriate key icon in the status bar flash for a short while when trying to activate a locked line without the proper key, a feature it shares with the PlayStation version of Doom.

Data

The blue keycard in ATTACK.WAD from the Master Levels.
The blue keycard found in MAP29: Outpost Omega from Doom 64.
Blue keycard data
Thing type 5 (decimal), 5 (hex)
Enum MT_MISC4 (47)
Appears in Shareware Doom
Doom/Ultimate Doom
Doom II/Final Doom
Doom 64/Lost Levels
Radius 20
Height 16
Sprite BKEY
Frames 2 [AB]
Class Key
Pickup
Flags 33554433 (decimal)
02000001 (hex)
Flags list 0: Can be picked up
25: Not in deathmatch
The red keycard in in MAP05: Tech Center from Doom 64.
Red keycard data
Thing type 13 (decimal), D (hex)
Enum MT_MISC5 (48)
Appears in Shareware Doom
Doom/Ultimate Doom
Doom II/Final Doom
Doom 64/Lost Levels
Radius 20
Height 16
Sprite RKEY
Frames 2 [AB]
Class Key
Pickup
Flags 33554433 (decimal)
02000001 (hex)
Flags list 0: Can be picked up
25: Not in deathmatch
The yellow keycard in MAP02 of Alien Vendetta.
The yellow keycard in MAP07: Research Lab from Doom 64.
Yellow keycard data
Thing type 6 (decimal), 6 (hex)
Enum MT_MISC6 (49)
Appears in Shareware Doom
Doom/Ultimate Doom
Doom II/Final Doom
Doom 64/Lost Levels
Radius 20
Height 16
Sprite YKEY
Frames 2 [AB]
Class Key
Pickup
Flags 33554433 (decimal)
02000001 (hex)
Flags list 0: Can be picked up
25: Not in deathmatch
File:E4m1 nin and blue skull.png
The blue skull key in E4M1 of Doom.
The blue skull key in MAP16: Blood Keep from Doom 64.
Blue skull key data
Thing type 40 (decimal), 28 (hex)
Enum MT_MISC9 (52)
Appears in Doom/Ultimate Doom
Doom II/Final Doom
Doom 64/Lost Levels
Radius 20
Height 16
Sprite BSKU
Frames 2 [AB]
Class Key
Pickup
Flags 33554433 (decimal)
02000001 (hex)
Flags list 0: Can be picked up
25: Not in deathmatch
The red skull key in MAP09 of Alien Vendetta.
The red skull key in MAP20: Breakdown from Doom 64.
Red skull key data
Thing type 38 (decimal), 26 (hex)
Enum MT_MISC8 (51)
Appears in Doom/Ultimate Doom
Doom II/Final Doom
Doom 64/Lost Levels
Radius 20
Height 16
Sprite RSKU
Frames 2 [AB]
Class Key
Pickup
Flags 33554433 (decimal)
02000001 (hex)
Flags list 0: Can be picked up
25: Not in deathmatch
File:Doom2 yellow skull.png
The yellow skull key in MAP28 of Doom II.
The yellow skull key in MAP32: Hectic from Doom 64.
Yellow skull key data
Thing type 39 (decimal), 27 (hex)
Enum MT_MISC7 (50)
Appears in Doom/Ultimate Doom
Doom II/Final Doom
Doom 64/Lost Levels
Radius 20
Height 16
Sprite YSKU
Frames 2 [AB]
Class Key
Pickup
Flags 33554433 (decimal)
02000001 (hex)
Flags list 0: Can be picked up
25: Not in deathmatch

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 19 19 19
Plutonia 11 11 11
Doom 64 13 13 13
The Lost Levels 1 1 1

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
Doom 64 6 6 6
The Lost Levels 1 1 1

Yellow keycard

Game ITYTD and HNTR HMP UV and NM
Ultimate Doom 9 9 9
Doom II 9 9 9
TNT: Evilution 13 13 13
Plutonia 8 8 8
Doom 64 9 9 9
The Lost Levels 1 1 1

Blue skull key

Game ITYTD and HNTR HMP UV and NM
Ultimate Doom 15 15 15
Doom II 8 8 8
TNT: Evilution 7 7 7
Plutonia 11 11 11
Doom 64 15 15 15
The Lost Levels 4 4 4

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
Doom 64 13 13 13
The Lost Levels 5 5 5

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 64 16 16 16
The Lost Levels 4 4 4

Doom RPG

Keycards appear in Doom RPG, but skull keys do not.

See also

External links