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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 Cadet Keycard
(Tier 2 Security) -
MTF Lieutenant Keycard
(Tier 3 Security) -
MTF Commander 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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'''Keycards''' are a type of [[Items|Item]] found in ''SCP: Secret Laboratory''. Keycards allow [[Classes|players]] to access different parts of the [[Locations|Site-02]]. All keycards have a distinct color and can be identified from a distance. | '''Keycards''' are a type of [[Items|Item]] found in ''SCP: Secret Laboratory''. Keycards allow [[Classes|players]] to access different parts of the [[Locations|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, as checkpoints, gates, containment chambers, and certain doors and lockers require them to enter. | 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 | 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. | 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 {{Key Press|Tab}}, then select the keycard with {{Key Press|Leftclick}}. Then approach a door that requires a keycard and press {{Key Press|E}}. | Keycards must be equipped to be used. To equip a keycard, open the inventory by pressing {{Key Press|Tab}}, then select the keycard with {{Key Press|Leftclick}}. Then approach a door that requires a keycard and press {{Key Press|E}}. | ||
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[[SCPs]] can open up checkpoints by themselves. Any other keycard door can only be opened by [[SCP-079]] or a [[Classes|Human]]. | [[SCPs]] can open up checkpoints by themselves. Any other keycard door can only be opened by [[SCP-079]] or a [[Classes|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 | 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 Commander 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 Commander card can open the [[Emergency Power Stations]] and Armories. | ||
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==Access Tiers== | ==Access Tiers== | ||
A lot of | 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. [[Bulletproof Locker №7]] is the only object in-game that requires two different tiers to open. 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. | ||
<br clear=all> | <br clear=all> | ||
{|class="wikitable" style="display: inline-table;" | {|class="wikitable" style="display: inline-table;" | ||
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==Spawning== | ==Spawning== | ||
<br> | |||
===Classes=== | ===Classes=== | ||
* Scientist Keycards spawn on [[Scientist]] Class. | * Scientist Keycards spawn on [[Scientist]] Class. | ||
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* MTF Commanders Keycards spawn [[Mobile Task Force|Nine Tailed Fox Commanders]]. | * MTF Commanders Keycards spawn [[Mobile Task Force|Nine Tailed Fox Commanders]]. | ||
* Chaos Insurgency Access Device will spawn on [[Chaos Insurgent|Chaos Insurgents]]. | * Chaos Insurgency Access Device will spawn on [[Chaos Insurgent|Chaos Insurgents]]. | ||
<br> | |||
===Locations=== | ===Locations=== | ||
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The {{Hoverimage|[[File:ScientistKeycardsink1.png|400px]]|text=sink of the Female's Bathroom.}}<br> | The {{Hoverimage|[[File:ScientistKeycardsink1.png|400px]]|text=sink of the Female's Bathroom.}}<br> | ||
The {{Hoverimage|[[File:JanitorToilet.png|400px]]|text=toilet in the Female's Bathroom.}} | The {{Hoverimage|[[File:JanitorToilet.png|400px]]|text=toilet in the Female's Bathroom.}} | ||
<br> | |||
[[Light Containment Zone#Office - PC15|Office - PC15]]<br> | [[Light Containment Zone#Office - PC15|Office - PC15]]<br> | ||
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[[Light_Containment_Zone#SCP-012's Containment Chamber and Room - #012|SCP-012's room]]<br> | [[Light_Containment_Zone#SCP-012's Containment Chamber and Room - #012|SCP-012's room]]<br> | ||
A Zone Manager Keycard will always spawn at the {{Hoverimage|[[File:012ZoneKeycard.png|400px]]|text=bottom of SCP-012's chamber.}} | A Zone Manager Keycard will always spawn at the {{Hoverimage|[[File:012ZoneKeycard.png|400px]]|text=bottom of SCP-012's chamber.}} | ||
<br> | |||
[[Heavy_Containment_Zone#Server Room|Servers Room]]<br> | [[Heavy_Containment_Zone#Server Room|Servers Room]]<br> | ||
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[[Heavy_Containment_Zone#SCP-096's Containment Area|SCP-096's Room]] <br> | [[Heavy_Containment_Zone#SCP-096's Containment Area|SCP-096's Room]] <br> | ||
A MTF Lieutenant Keycard and one spawns in SCP-096's Room {{Hoverimage|[[File:096LieutenantKeycard.png|400px]]|text=behind the locked door.}} | A MTF Lieutenant Keycard and one spawns in SCP-096's Room {{Hoverimage|[[File:096LieutenantKeycard.png|400px]]|text=behind the locked door.}} | ||
<br> | |||
[[Standard Locker|Standard Lockers]]<br> | [[Standard Locker|Standard Lockers]]<br> | ||
Scientist Keycards and Zone Managers Keycards can spawn in {{Hoverimage|[[File:KeycardLocker.png|400px]]|text=Standard Lockers}} located in both Light Containment and Entrance Zone.<br> | Scientist Keycards and Zone Managers Keycards can spawn in {{Hoverimage|[[File:KeycardLocker.png|400px]]|text=Standard Lockers}} located in both Light Containment and Entrance Zone.<br> | ||
<br> | |||
==Related Achievements== | ==Related Achievements== | ||
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*Picking up an O5 Keycard grants the '''Overpowered!''' achievement. <br> | *Picking up an O5 Keycard grants the '''Overpowered!''' achievement. <br> | ||
*As a Class-D, killing a Scientist holding a card grants the '''NANI?!''' achievement. | *As a Class-D, killing a Scientist holding a card grants the '''NANI?!''' achievement. | ||
<br> | |||
==Gallery== | ==Gallery== | ||
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==Trivia== | ==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 | *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, Commander 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."''' | * 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 | * 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. | ||
{{Items Navbox}} | {{Items Navbox}} |
Revision as of 21:15, 5 March 2021
Keycard | |
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Basic Information | |
Type | Equipment (Tool) |
Usage | Opens certain doors |
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, cabinets and on certain classes |
Obtainable from 914? | True |
Deletion % in PD Pocket Dimension | Low Tier (50%) Guard Keycard Zone Manager Keycard Scientist Keycard Janitor Keycard Medium Tier (30%) Private Keycard Chaos Insurgency Access Device Captain Keycard Research Supervisor Keycard Operative Keycard High Tier (0%) Facility Manager Keycard Containment Engineer Keycard Surface Access Pass O5 Keycard |
Disarm Immunity? Does having this item equipped make the player immune to being disarmed? | Not Immune Guard Keycard Zone Manager Keycard Scientist Keycard Janitor Keycard Immune Private Keycard Chaos Insurgency Access Device Captain Keycard Research Supervisor Keycard Operative Keycard Facility Manager Keycard Containment Engineer Keycard Surface Access Pass 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.
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 Commander 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 Commander 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. Bulletproof Locker №7 is the only object in-game that requires two different tiers to open. 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.
SCP Containment | |
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Armories | |
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Spawning
Classes
- Scientist Keycards spawn on Scientist Class.
- Guard Keycards spawn on Facility Guards.
- MTF Cadet Keycards on Nine Tailed Fox Cadets.
- MTF Lieutenant Keycards spawn Nine Tailed Fox Lieutenants
- MTF Commanders 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-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 Guard Keycard will always spawn on the shelf next to the Nuke Armory.
SCP-096's Room
A MTF Lieutenant Keycard and one 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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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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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, Commander 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.
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