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Keycard: Difference between revisions

From SCP: Secret Laboratory English Official Wiki
fixed very fine
grammar fixes, minor css cleanup, cell merging
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{{Item infobox
{{Item infobox
|image = Scientist_keycard.png
|image = Scientist_keycard.png
|image_size = 100
|image_size = 100
|type = Equipment (Tool)
|type = Equipment (Tool)
|usage = Opens certain doors
|usage = Opens keycard doors, gates, etc.
|spawn = In random locations, cabinets and on certain [[:Category:Classes|Classes]]
|spawn = In random locations and on certain [[:Category:Classes|classes]]
}}
}}
=The Keycard=
'''Keycards''' are items which allow the player to access different parts of the facility. All keycards have a distinct color and can be identified from a distance.
Keycards are items which allow the player to access different parts of the facility, All keycards have a distinguishable color and can be identified from a distance.


Keycards are essential if a player wants to go anywhere in the facility, as checkpoints, gates and certain doors require different clearances to enter.
Keycards are essential if a player wants to go anywhere in the facility, as checkpoints, gates, containment chambers, and certain doors and lockers require them to enter.


There are currently 12 keycards ingame.
There are currently 12 keycards ingame.


When hovering over a keycard in your inventory, a small group of squares is shown. These represent what access tier this keycard has. Any darken out square means the keycard DOES NOT have that access tier.
When hovering over a keycard in your inventory, a small group of squares are shown. These represent what the keycard can or cannot unlock, known as its access tier. Normally lit squares mean the keycard has the access tier, while dark squares mean that it doesn't.


Keycards must be equipped to be use. To equip a keycard, open your inventory by pressing {{Key Press|Tab}}, then select the keycard with {{Key Press|Left Click}}. Then go up to a door that requires a keycard and press {{Key Press|E}}.
Keycards must be equipped to be used. To equip a keycard, open your inventory by pressing {{Key Press|Tab}}, then select the keycard with {{Key Press|Left Click}}. Then go up to a door that requires a keycard and press {{Key Press|E}}.




==Which Keycards can open this==
==Access Tiers==
<br>
<br>
{|class="wikitable" style="display: inline-table;"
{|class="wikitable" style="display: inline-table;"
|-
|-
! scope="col" colspan="2"| SCP Containment
!colspan="2"|Containment Chambers
|-
|-
|[[File:914_CC.png|240px|center|thumb|SCP-914's Containment]]
|[[File:914_CC.png|240px|center|thumb|SCP-914's CC]]
||{{Keycard2|Required Access1=CC1}}
||{{Keycard2|Required Access1=CC1}}
|-
|-
|
|[[File:012_Door.png|240px|center|thumb|SCP-012's CC]]
[[File:012_Door.png|240px|center|thumb|SCP-012's Containment]]
|rowspan="2"|{{Keycard2|Required Access1=CC2}}
||{{Keycard2|Required Access1=CC2}}
|-
|-
|
|[[File:096's CC_Door.png|240px|center|thumb|SCP-096's CC]]
[[File:096's CC_Door.png|240px|center|thumb|SCP-096's Containment]]
||{{Keycard2|Required Access1=CC2}}
|-
|-
|
|[[File:079 CC.png|240px|center|thumb|SCP-079's CC]]
[[File:079 CC.png|240px|center|thumb|SCP-079's Containment]]
||{{Keycard2|Required Access1=CC3}}
||{{Keycard2|Required Access1=CC3}}
|-
|-
|
|[[File:106's CC.png|240px|center|thumb|SCP-106's CC]]
[[File:106's CC.png|240px|center|thumb|SCP-106's Containment]]
|rowspan="2"|{{Keycard2|Required Access1=CC3}}
||{{Keycard2|Required Access1=CC3}}
|-
|-
|
|[[File:SCP Item Pedestal.png|240px|center|thumb|SCP Item Pedestals]]
[[File:SCP Item Pedestal.png|240px|center|thumb|SCP Item Pedestals]]
||{{Keycard2|Required Access1=CC2|Required Access2=CA}}
|-
|-
|}
|}
{|class="wikitable" style="display: inline-table;"
{|class="wikitable" style="display: inline-table;"
|-
|-
! scope="col" colspan="2"|Armories
!colspan="2"|Armories
|-
|-
|
|[[File:LCZ Armory.png|240px|center|thumb|LCZ Armory]]
[[File:LCZ Armory.png|240px|center|thumb|LCZ Armory]]
|rowspan="2"|{{Keycard2|Required Access1=AA1}}
||{{Keycard2|Required Access1=AA1}}
|-
|-
|
|[[File:HCZ Armory.png|240px|center|thumb|HCZ Armory]]
[[File:HCZ Armory.png|240px|center|thumb|HCZ Armory]]
||{{Keycard2|Required Access1=AA1}}
|-
|-
|
|[[File:049's Armory.png|240px|center|thumb|049's Armory]]
[[File:049's Armory.png|240px|center|thumb|049's Armory]]
|rowspan="3"|{{Keycard2|Required Access1=AA2}}
||{{Keycard2|Required Access1=AA2}}
|-
|-
|
|[[File:Nuke Armory_door.png|240px|center|thumb|Nuke Armory]]
[[File:Nuke Armory_door.png|240px|center|thumb|Nuke Armory]]
||{{Keycard2|Required Access1=AA2}}
|-
|-
|
|[[File:Gun_Locker.png|240px|center|thumb|Gun Locker]]
[[File:Gun_Locker.png|240px|center|thumb|Gun Locker]]
||{{Keycard2|Required Access1=AA2}}
|-
|-
|
|[[File:Micro_HID Armory.png|240px|center|thumb|Micro HID Armory]]  
[[File:Micro_HID Armory.png|240px|center|thumb|Micro HID Armory]]  
||{{Keycard2|Required Access1=AA3}}
||{{Keycard2|Required Access1=AA3}}
|-
|-
Line 79: Line 62:
{|class="wikitable" style="display: inline-table;"
{|class="wikitable" style="display: inline-table;"
|-
|-
! scope="col" colspan="2"|Other  
!colspan="2"|Other  
|-
|-
|[[File:EZ_Checkpoint.png|center|thumb|All Checkpoints|240px]]
|[[File:EZ_Checkpoint.png|240px|center|thumb|Checkpoints]]
||{{Keycard2|Required Access1=CA}}
||{{Keycard2|Required Access1=CA}}
|-
|-
|
|[[File:Gate_A_door.png|240px|center|thumb|Both Gates]]
[[File:Gate_A_door.png|240px|center|thumb|Both Gates]]
||{{Keycard2|Required Access1=GA}}
||{{Keycard2|Required Access1=GA}}
|-
|-
|
|[[File:Cabients_Locker.png|240px|center|thumb|Cabinets Locker]]
[[File:Cabients_Locker.png|240px|center|thumb|Cabinets Locker]]
|rowspan="2"|{{Keycard2|Required Access1=AA2}}
||{{Keycard2|Required Access1=AA2}}
|-
|-
|
|[[File:Generators.png|240px|center|thumb|Generators]]
[[File:Generators.png|240px|center|thumb|Generators]]
||{{Keycard2|Required Access1=AA2}}
|-
|-
|
|[[File:Intercom.png|240px|center|thumb|Intercom Door]]
[[File:Intercom.png|240px|center|thumb|Intercom Door]]
||{{Keycard2|Required Access1=IA}}
||{{Keycard2|Required Access1=IA}}
|-
|-
|
|[[File:Nuke Surface.png|center|240px|thumb|Nuke Room Door on Surface]]
[[File:Nuke Surface.png|center|240px|thumb|Nuke Room Door on Surface]]
||{{Keycard2|Required Access1=NA}}
||{{Keycard2|Required Access1=NA}}
|}
|}


==Spawning==
==Spawning==
* Janitor, Scientist and Zone Manager cards can spawn in the LCZ
* Janitor, Scientist and Zone Manager cards can spawn in the LCZ.
 
* Scientist and MTF Lieutenant cards can spawn in the HCZ.
* Scientist and MTF Lieutenant cards can spawn in the HCZ
* Scientist, Zone Manager, Lieutenant and MTF Commander cards can spawn in the EZ.
 
* Scientist, Guard, MTF and the CI Device spawn on certain classes when initially spawning.
* Scientist, Zone Manager, Lieutenant and MTF Commander cards can spawn in the EZ
 
* Scientist, Guard, MTF and the CI Device spawn on certain classes when initially spawning


==Gallery==
==Gallery==

Revision as of 07:33, 2 April 2020

Keycard
File:Scientist keycard.png
Basic Information
Type Equipment (Tool)
Usage Opens keycard doors, gates, etc.
Weight Affects item pick-up time & window breaking 0.01 kg
Pick-Up Time 0.25s Unrounded value: 0.24675s
Other Information
Spawn In random locations and on certain classes
Obtainable from 914? True
Deletion % in PD Pocket Dimension Low Tier (50%) Guard Keycard
Janitor Keycard
Scientist Keycard
Zone Manager Keycard

Medium Tier (30%) Captain Keycard
Chaos Insurgency Access Device
Operative Keycard
Private Keycard
Research Supervisor Keycard

High Tier (0%) Containment Engineer Keycard
Facility Manager Keycard
O5 Keycard
Surface Access Pass
Disarm Immunity? Does having this item equipped make the player immune to being disarmed? Not Immune Guard Keycard
Janitor Keycard
Scientist Keycard
Zone Manager Keycard

Immune Captain Keycard
Chaos Insurgency Access Device
Operative Keycard
Private Keycard
Research Supervisor Keycard
Containment Engineer Keycard
Facility Manager Keycard
O5 Keycard
Surface Access Pass

Keycards are items which allow the player to access different parts of the facility. 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, as checkpoints, gates, containment chambers, and certain doors and lockers require them to enter.

There are currently 12 keycards ingame.

When hovering over a keycard in your inventory, a small group of squares are shown. These represent what the keycard can or cannot unlock, known as its access tier. Normally lit squares mean 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 your inventory by pressing Tab ↹, then select the keycard with Left Click. Then go up to a door that requires a keycard and press E.


Access Tiers


Containment Chambers
File:914 CC.png
SCP-914's CC





Containment Access 1
File:012 Door.png
SCP-012's CC





Containment Access 2
File:096's CC Door.png
SCP-096's CC
SCP-079's CC





Containment Access 3
File:106's CC.png
SCP-106's CC





Containment Access 3
File:SCP Item Pedestal.png
SCP Item Pedestals
Armories
File:LCZ Armory.png
LCZ Armory





Armory Access 1
File:HCZ Armory.png
HCZ Armory
File:049's Armory.png
049's Armory





Armory Access 2
File:Nuke Armory door.png
Nuke Armory
File:Gun Locker.png
Gun Locker
File:Micro HID Armory.png
Micro HID Armory





Armory Access 3
Other
Checkpoints





Checkpoint Access
File:Gate A door.png
Both Gates





Gate Access
File:Cabients Locker.png
Cabinets Locker





Armory Access 2
File:Generators.png
Generators
Intercom Door





Intercom Access
File:Nuke Surface.png
Nuke Room Door on Surface





Nuke Access

Spawning

  • Janitor, Scientist and Zone Manager cards can spawn in the LCZ.
  • Scientist and MTF Lieutenant cards can spawn in the HCZ.
  • Scientist, Zone Manager, Lieutenant and MTF Commander cards can spawn in the EZ.
  • Scientist, Guard, MTF and the CI Device spawn on certain classes when initially spawning.
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