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Keycard | |
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Basic Information | |
Type | Equipment (Tool) |
Usage | Opens certain doors |
Weight Affects item pick-up time & window breaking | 0.01kg |
Pick-Up Time | 0.25s Unrounded value: 0.24675s |
Other Information | |
Spawn | In random locations, cabinets and on certain classes |
Obtainable from 914? | True |
Deletion % in PD Pocket Dimension | Low Tier (50%) Zone Manager Keycard Guard Keycard Janitor Keycard Scientist Keycard Medium Tier (30%) Chaos Insurgency Access Device Research Supervisor Keycard Private Keycard Captain Keycard Sergeant Keycard High Tier (0%) O5 Keycard Containment Engineer Keycard Facility Manager Keycard |
Disarm Immunity? Does having this item equipped make the player immune to being disarmed? | Not Immune Zone Manager Keycard Guard Keycard Janitor Keycard Scientist Keycard Immune Chaos Insurgency Access Device Research Supervisor Keycard Private Keycard Captain Keycard Sergeant Keycard O5 Keycard Containment Engineer Keycard Facility Manager Keycard |
Spawn ID | 0 = Janitor 1 = Scientist 2 = Research Supervisor 3 = Zone Manager 4 = Guard 5 = Cadet 6 = Containment Engineer 7 = Lieutenant 8 = Commander 9 = Facility Manger 10 = C.I. Access Device 11 = O5 Keycard |
Keycards are a type of Item found in SCP: Secret Laboratory.
Keycards allow players to access different parts of the Site-02. All keycards have a distinct color and can be identified from a distance.
Keycards are essential if a player wants to go anywhere in the facility, such as the checkpoints, gates, containment chambers, and certain doors and lockers which require them to enter/unlock.
There are currently 12 keycards existing in-game.
When hovering over a keycard in the inventory, a small group of squares are shown. These represent what the keycard can or cannot unlock, known as its access tier. Lit squares indicates that the keycard has the access tier, while dark squares mean that it doesn't.
Keycards must be equipped to be used. To equip a keycard, open the inventory by pressing Tab ↹, then select the keycard with Left Click. Then approach a door that requires a keycard and press E. The player can also open the door by pressing E on the NFC Reader located near the door.
SCPs can open up checkpoints by themselves. Any other keycard door can only be opened by SCP-079 or a Human.
It should be noted that while the O5 Keycard is the best keycard in the game, it is not the best idea to go for it as it takes some time to obtain. It is often best to stop at a Facility Manager Keycard or a Captain Keycard as both of these can open most doors, with the Facility Manager being able to open the Nuke and 106's CC; while the Captain card can open the Emergency Power Stations and Armories.
Access Tiers
A lot of locations around Site-02 require a Keycard to open. Each door/object has an unique access tier granted to it. Keycards must have that tier to open said door/object. Below is a chart showing everything in-game that requires a keycard to open. The chart will show the name of the tier, the icon which represents that tier, and what keycards have access to that tier.
Spawning
Classes
- Scientist Keycards spawn on Scientist Class.
- Guard Keycards spawn on Facility Guards.
- MTF Private Keycards on Nine Tailed Fox Cadets.
- MTF Sergeant Keycards spawn Nine Tailed Fox Lieutenants
- MTF Captain Keycards spawn Nine Tailed Fox Commanders.
- Chaos Insurgency Access Device will spawn on Chaos Insurgents.
Locations
LCZ Water Closet -WC
A Janitor Keycard and/or a Scientist Keycard will sometimes spawn in the LCZ Water Closet in 4 possible places:
- The floor of the Male's Bathroom.
- The sink of the Male's Bathroom.
- The sink of the Female's Bathroom.
- The toilet in the Female's Bathroom.
Office - PC15
A Scientist Keycard will always spawn on a random desk in the Office PC-15.
SCP-914's Containment Chamber
A Janitor or Scientist Keycard will sometimes spawn on the shelves in SCP-914's Containment Chamber.
Glass Room 18
A Janitor or Scientist Keycard will sometimes spawn on the shelves in Glass Room 18.
Garden Chamber
A Janitor or Scientist Keycard will sometimes spawn behind the glass in the Garden Chamber.
SCP-012's room
A Zone Manager Keycard will always spawn at the bottom of SCP-012's chamber.
Servers Room
A Scientist Keycard will always spawn in the Servers Room either on:
The top floor of the room behind the servers.
The bottom floor of the room near the corner.
Alpha Warhead Silo
A Zone Manager Keycard will always spawn on one of the two shelves next to the Nuke Armory.
SCP-049's Containment Area
A Zone Manager Keycard will always spawn on one of the two shelves in the back of the room/
SCP-096's Room
A MTF Sergeant spawns in SCP-096's Room behind the locked door.
Standard Lockers
Scientist Keycards and Zone Managers Keycards can spawn in Standard Lockers located in both Light Containment and Entrance Zone.
Related Achievements
- As Scientist, upgrading your card alongside a Class-D grants the Friendship achievement.
- Picking up an O5 Keycard grants the Overpowered! achievement.
- As a Class-D, killing a Scientist holding a card grants the NANI?! achievement.
Gallery
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Janitor Keycard
(Tier 1 Containment) -
Scientist Keycard
(Tier 2 Containment) -
Research Supervisor Keycard
(Tier 3 Containment) -
Containment Engineer Keycard
(Tier 4 Containment) -
Guard Keycard
(Tier 1 Security) -
MTF Private Keycard
(Tier 2 Security) -
MTF Sergeant Keycard
(Tier 3 Security) -
MTF Captain Keycard
(Tier 4 Security) -
Zone Manager Keycard
(Tier 1 Administration) -
Facility Manager Keycard
(Tier 2 Administration) -
Chaos Insurgency Access Device
(Tier 3 Administration) -
O5 Keycard
(Tier 4 Administration)
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Progressive Keycard Upgrade Path on Rough
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Progressive Keycard Upgrade Path on Coarse
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Progressive Keycard Upgrade Path on 1:1
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Progressive Keycard Upgrade Path on Fine
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Progressive Keycard Upgrade Path on Very Fine
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Most Efficient Progressive Keycard Upgrade Path
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Least Efficient Progressive Keycard Upgrade Path. I don't know why you would want to use this.
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The former appearance of the Research Supervisor Keycard
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The former appearance of the Guard Keycard
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The former appearance of the Cadet Keycard
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The former appearance of the Commander Keycard
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The former appearance of the Chaos Keycard
Trivia
- In older versions of the game, hovering over a keycard in your inventory would say what type of keycard it is, and what tier it was. For example, Janitor Keycard would say Containment Tier 1, Scientist Keycard would say Containment Tier 2, Captain Keycard said Security Tier 4. This was removed when the inventory HUD was reworked.
- Interestingly enough, the Chaos Insurgency Access Device was listed as Administration Tier 3, despite the fact it isn't an official Foundation Keycard. Meanwhile, the Facility Manager keycard was listed as Administration Tier 2. Because of this, there is no Foundation keycard that is Administration Tier 3 in-game.
- Scanning the QR codes on the keycards will give you binary. When translated the message will be "Secure. Contain. Protect."
- There used to be Polish versions of every keycard in-game. These versions were based off the older appearance of a keycard if they had one.
- Multiple Keycards have gotten renamed throughout the game's development.
- Research Supervisor Keycard was originally called Major Scientist Keycard.
- Private Keycard was originally called the Cadet Keycard, and before that it was called the Senior Guard Keycard.
- Captain Keycard was originally called the Commander Keycard.
- Sergeant Keycard was originally called the Lieutenant Keycard.
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- This page was last edited on 25 August 2021, at 20:07.
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