Equipment & Itemssource backed6 minute read

Locked door

Locked door is documented as map and world objects across 15 item identifiers in pinned TFS 1.6 data, with XML attributes, exact configured drops, and current official creature-library loot mentions traced separately.

Reference profileTFS 1.6 item-data reference
Reviewed
Evidence2 primary references

At a glance

Quick facts

Classification
Map and world objects
Identifiers
15 across 15 XML definitions
Item ID reference
26530, 26532, 31021, 31023, 31175, 33429, 33431, 33490
Defined attributes
3
TFS loot sources
0
Official loot mentions
0
Source profile
TFS 1.6

Locked door in the hands of a player

Every item carries two stories: what the player sees and what the server executes. For Locked door, the second story begins with 15 identifiers beginning with 26530, 15 source definitions, and Blockprojectile, Description, and Type.

Locked door belongs to the scenery and machinery of the world. Placement, tile flags, movement permissions, decay, and scripted interaction give it meaning that a backpack tooltip cannot capture.

No indexed monster definition names Locked door as direct corpse loot. The silence is useful because it narrows the next search to quests, NPC trades, map rewards, crafting, events, stores, and action scripts instead of encouraging an invented hunting route.

Locked door identity and identifiers

Locked door appears in the pinned item registry under 15 concrete identifier values. This page groups definitions that share the exact source name so readers can compare alternate graphics, transformation states, map variants, or legacy identifiers without treating each numeric ID as a different search topic. The identifiers are engine references, not proof that every Open Tibia server exposes every variant to players.

Locked door source variants
Item ID or rangeArticleVariant attributes
26530aType: door; Blockprojectile: Yes; Description: It is locked.
26532aType: door; Blockprojectile: Yes; Description: It is locked.
31021aType: door; Blockprojectile: Yes; Description: It is locked.
31023aType: door; Blockprojectile: Yes; Description: It is locked.
31175aType: door; Blockprojectile: Yes; Description: It is locked.
33429aType: door; Blockprojectile: Yes; Description: It is locked.
33431aType: door; Blockprojectile: Yes; Description: It is locked.
33490aType: door; Blockprojectile: Yes; Description: It is locked.
33492aType: door; Blockprojectile: Yes; Description: It is locked.
36289aType: door; Blockprojectile: Yes; Description: It is locked.
36291aType: door; Blockprojectile: Yes; Description: It is locked.
37593aType: door; Blockprojectile: Yes; Description: It is locked.
37595aType: door; Blockprojectile: Yes; Description: It is locked.
39116aType: door; Blockprojectile: Yes; Description: It is locked.
39118aType: door; Blockprojectile: Yes; Description: It is locked.

Attributes and mechanical meaning

Locked door is classified here as map and world objects from its name and declared XML attributes. This is primarily a world or map object, so placement, movement, use, and decay behavior depend on map flags and server scripts in addition to this XML entry. Exact behavior can be supplemented or overridden by the server binary, the OTB item registry, Lua actions, movement events, decay handlers, imbuement systems, or custom upgrade code.

Locked door normalized attributes
AttributeSource valueCoverage
BlockprojectileYesDefined on 15 source entries
DescriptionIt is locked.Defined on 15 source entries
TypedoorDefined on 15 source entries

Acquisition and recorded loot sources

No monster XML file in the pinned profile lists Locked door as direct loot. That does not establish that the item is unobtainable. It may be awarded by a quest, NPC trade, map placement, reward chest, crafting system, action script, event, store, or custom content module. A server-specific guide should name one of those primary acquisition sources before presenting a method as verified.

Progression, use, and comparison

Evaluate Locked door against alternatives in the same map and world objects class by comparing only attributes that the active server actually implements. For combat equipment, attack, defense, armor, elemental protection, skill modifiers, vocation restrictions, level requirements, charges, and weight can all change the practical result. For world objects and general items, the decisive behavior is more often an action, movement event, unique ID, or map placement that cannot be inferred from the display name alone.

  • Confirm the live item identifier before importing Locked door into an editor, script, reward, or shop.
  • Compare XML attributes with the deployed OTB registry and any upgrade, tier, imbuement, or rarity layer.
  • Trace acquisition through monster files, NPC scripts, quest scripts, reward containers, and map placements.
  • Test equip, use, decay, trade, loss, and persistence behavior on the target server profile.

Reference boundary and change control

A correction to this entry should cite the exact deployed item definition, commit, server documentation, or reproducible live test. Screenshots can show appearance or a tooltip, but they do not independently prove hidden chance values, script branches, or database state. Keeping those evidence layers separate prevents a historical item ID or one server's custom value from being mislabeled as universal Locked door behavior.

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Find servers using this profile

Server names, protocol labels, and map labels do not guarantee matching mechanics. Use these filters to find candidates, then verify the listing, owner documentation, and deployed ruleset.

locked doorTFS 1.6Map and world objects