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Used by protagonists when opening a door that is locked, or just for looking really cool.
A dead end is when a path or road is blocked off, whether intentionally or accidently, and players are forced to turn around.
When a player can't open an easily accessible and unlocked door right in front of them, instead having to wait for a companion to do it.
Carefully exploring a large, labyrinthine area full of enemies (i.e., a dungeon) in the hopes of finding treasure, leveling up, or completing a specific task. Having their roots in tabletop games, video game dungeon crawls are found almost exclusively in RPGs.
A door that players must go through to exit the level
An industry game design convention that's appeared in many games over the years. The fetch quest involves sending the player out to collect a certain number of items, and return them to complete the quest. A staple of the RPG and Adventure game genre.
When stuff that always used to work suddenly break down when you need it the most and you either have to fix it or find another way around.
Sometimes, a key just won't cut it. When you really need to get through a locked door or open a sealed chest, you need a certified master of unlocking, complete with a lock-pick.
Phanto is a flying mask enemy from Super Mario Bros 2. It pursues the player relentlessly if they are holding a key.
Puzzles may need to be solved before the player can progress to the next section of the game. Often it may not be clear to players exactly what the puzzle is, or whether the an in-game items needs to be attained before it is even possible to solve it.
Popularized by franchises such as Resident Evil and Silent Hill, these games typically involve a strong implication of danger, vulnerable protagonists, and disturbing monsters.
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