From SCP: Secret Laboratory English Official Wiki

Keycard
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 Various locations
Standard Lockers
Certain classes
Obtainable from 914? True
Deletion % in PD Pocket Dimension Low Tier (50%) Janitor Keycard
Scientist Keycard
Zone Manager Keycard
Guard Keycard

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

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

Immune Captain Keycard
Chaos Insurgency Access Device
Research Supervisor Keycard
Operative Keycard
Facility Manager Keycard
O5 Keycard
Debug Name KeycardJanitor
KeycardScientist
KeycardResearchCoordinator
KeycardZoneManager
KeycardGuard
KeycardMTFPrivate
KeycardContainmentEngineer
KeycardMTFOperative
KeycardMTFCaptain
KeycardFacilityManager
KeycardChaosInsurgency
KeycardO5
Item ID 0 (Janitor)
1 (Scientist)
2 (Research Supervisor)
3 (Zone Manager)
4 (Guard)
5 (Private)
6 (Containment Engineer)
7 (Operative)
8 (Captain)
9 (Facility Manager)
10 (C.I. Access Device)
11 (O5 Keycard)

Keycards are a type of Item found in SCP: Secret Laboratory. They are used to access different rooms in Site-02 that are locked with a NFC Reader.

In Game

Keycards are essential if a player wants access certain parts of the facility, such as the armories, containment chambers, gates, SCP lockers, and other locked doors which require a Keycard to open. Different Keycards will open different doors depending on the Keycard's access tier.

Keycards must be equipped in order to be used. A player can either equip a Keycard via the inventory, or by pressing Left Control, which is the default hotkey button to equip a Keycard.
To use a Keycard, the player needs to be close to a door, and must press E on either the NFC Reader located next to the door, or on the door itself.

It should be noted that the correct access tier is required to open certain doors. If a Keycard does not have the required access tier, the door will not open.

When hovering over a Keycard in the inventory, a small group of squares are shown. These represent the keycard's access tier. Lit squares indicates that the keycard has that access tier, while dark squares mean that it doesn't.

The Chaos Insurgency Access Device has a unique model compared to the Keycards, having the appearance of a circuit board with a small display screen. Upon interaction with a Keycard required door, the screen will randomly scramble text.

Access Tiers (Keycards)

There are currently 10 Keycards in-game. Below is a chart of every Keycard and what access tiers they have.

List of Keycards
Keycard Access Tiers































Additionally, there are two Keycards that can only be obtained with Remote Admin. These Keycards currently exist for plugin usage. They have the following access levels by default.

List of Keycards
Keycard Access Tiers









Access Tiers (Doors)

Each door/object has an unique access tier required to open it. Keycards must have the correct access tier in order to open said door/object.
Below is a chart showing the name of each tier, the icon for each tier, the doors each tier opens, and which Keycards have which tiers.

Spawning

Classes

Locations

Water Closet - WC
A Janitor Keycard and/or a Scientist Keycard will sometimes spawn in the LCZ Water Closet in 4 possible places:

  1. The floor of the Male's Bathroom.
  2. The sink of the Male's Bathroom.
  3. The sink of the Female's Bathroom.
  4. 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, Scientist, or Zone Manager Keycard will sometimes spawn behind the glass in the Garden Chamber.

Testing Chamber 1
A Zone Manager Keycard will always spawn on the desk in Testing Chamber 1.

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 & SCP-173's Containment Area
A Guard Keycard will always spawn inside the containment chamber of SCP-049.

SCP-079's Containment Area
A Facility Manager Keycard spawns in SCP-079's Room in its armory.
SCP-096's Containment Area
A MTF Operative Keycard spawns in SCP-096's Room behind the locked door next to the dead Facility Guard.
SCP-106's Containment Area
A MTF Operative Keycard spawns in SCP-106's Room behind the locked door on the shelves.

Standard Lockers
Scientist Keycards [18.75%], Zone Managers Keycards [18.75%] and Janitor Keycards [12.5%] can spawn in Standard Lockers located in both Light Containment Zone, Heavy Containment Zone and Entrance Zone.

Sounds




Related Achievements


Click to view 3 achievement(s) related to Keycard:

Access Granted
As a Class-D Personnel, kill a Scientist holding a Keycard.

Executive Access
Pick up a Keycard that has all permissions.

Friendship
As a Scientist, upgrade your Keycard in SCP-914 along side a Class-D Personnel.


Gallery

Trivia

  • Scanning the QR codes on the Keycards will give you binary. When translated the message will be "Secure. Contain. Protect."
  • While the view model shows the keycard being held vertically, the 3rd person animation shows the Keycard being held horizontally.
    • Additionally, the 3rd person animation of holding a Keycard causes the player's left arm to freeze, causing it not to move in conjunction with other animations.
  • Multiple Keycards have been renamed throughout the game's development.
    • The Research Supervisor Keycard was originally called the Major Scientist Keycard.
    • The Private Keycard was originally called the Cadet Keycard, and before that, it was called the Senior Guard Keycard.
    • The Operative Keycard was originally called the Sergeant Keycard, and before that, it was called the Lieutenant Keycard.
    • The Captain Keycard was originally called the Commander Keycard.
  • Prior to the 11.0.0 update, the Containment Engineer Keycard had access to both the Intercom and the Alpha Warhead Activation Room.
  • Throughout the game's development, the required access tier for certain interactables has changed:
    • SCP-079's and SCP-106's containment doors originally required Containment Access Tier 3 to open them.
      • SCP-079's containment doors were changed to Containment Access Tier 2 in the Parabellum update when its recontainment system was reworked. The door was also changed to be locked until all Emergency Power Stations are activated.
      • SCP-106's containment doors were changed to Containment Access Tier 2 in the Mimicry update due to the removal of the Femur Breaker.
      • These changes have led to Containment Access Tier 3 being completely unused.
    • The armory in the Alpha Warhead Silo originally required Armory Access Tier 2 to open.
      • This was removed in the Parabellum Update as the Weapon Locker Type 21 was changed so the small doors can be opened with Armory Access Tier 1 (Originally they required Tier 2).
    • Emergency Power Stations originally required Armory Access Tier 3 to open.
      • This was lowered to Armory Access Tier 2 in Megapatch II.
    • The door to the Warhead Activation Room originally required Warhead Access to open, similar to the terminal inside the room.
      • The Keycard requirement for the door was removed in v11.2.0.
    • PC-15 originally required Containment Access Tier 1 to open.
      • This was removed sometime during the alpha phase of the game.
  • There used to be Polish versions of every Keycard in-game. These versions were based on the older appearance of a keycard if they had one.
  • 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, the Janitor Keycard would say Containment Tier 1, the Scientist Keycard would say Containment Tier 2, and the 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 was no Foundation keycard that was Administration Tier 3 in-game.
  • Prior to the 13.2.0 update, MTF Privates would spawn with the MTF Private keycard instead of the MTF Operative keycard. This change was done to allow MTF Privates access to enter the facility.
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