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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 | |usage = Opens certain doors | ||
|spawn = In random locations and on certain [[:Category:Classes| | |spawn = In random locations, cabinets 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 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 | Keycards are essential if a player wants to go anywhere in the facility, as checkpoints, gates and certain doors require different clearances 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 | 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. | ||
Keycards must be equipped to be | 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}}. | ||
== | ==Which Keycards can open this== | ||
<br> | <br> | ||
{|class="wikitable" style="display: inline-table;" | {|class="wikitable" style="display: inline-table;" | ||
|- | |- | ||
!colspan="2"|Containment | ! scope="col" colspan="2"| SCP Containment | ||
|- | |- | ||
|[[File:914_CC.png|240px|center|thumb|SCP-914's | |[[File:914_CC.png|240px|center|thumb|SCP-914's Containment]] | ||
||{{Keycard2|Required Access1=CC1}} | ||{{Keycard2|Required Access1=CC1}} | ||
|- | |- | ||
|[[File:012_Door.png|240px|center|thumb|SCP-012's | | | ||
| | [[File:012_Door.png|240px|center|thumb|SCP-012's Containment]] | ||
||{{Keycard2|Required Access1=CC2}} | |||
|- | |- | ||
|[[File:096's CC_Door.png|240px|center|thumb|SCP-096's | | | ||
[[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 | | | ||
[[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 | | | ||
| | [[File:106's CC.png|240px|center|thumb|SCP-106's Containment]] | ||
||{{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;" | ||
|- | |- | ||
!colspan="2"|Armories | ! scope="col" colspan="2"|Armories | ||
|- | |- | ||
|[[File:LCZ Armory.png|240px|center|thumb|LCZ Armory]] | | | ||
| | [[File:LCZ Armory.png|240px|center|thumb|LCZ Armory]] | ||
||{{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]] | ||
||{{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}} | ||
|- | |- | ||
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{|class="wikitable" style="display: inline-table;" | {|class="wikitable" style="display: inline-table;" | ||
|- | |- | ||
!colspan="2"|Other | ! scope="col" colspan="2"|Other | ||
|- | |- | ||
|[[File:EZ_Checkpoint.png | |[[File:EZ_Checkpoint.png|center|thumb|All Checkpoints|240px]] | ||
||{{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]] | ||
||{{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, Zone Manager, Lieutenant and MTF Commander cards can spawn in the EZ | * Scientist and MTF Lieutenant cards can spawn in the HCZ | ||
* 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 16:49, 2 April 2020
Keycard | |
---|---|
File:Scientist keycard.png | |
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 |
The Keycard
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.
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.
Keycards must be equipped to be use. 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.
Which Keycards can open this
SCP Containment | |
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Armories | |
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Other | |
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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
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