Keycards

From The Cycle: Frontier Wiki
Revision as of 17:57, 20 June 2022 by KevOnTheBus35 (talk | contribs)

Keys are items that can be collected and used to gain access to special rooms across both of the games maps. All keycards can be found in any jackets, safes, briefcases, and luggage containers. Spawn rates vary based on the rarity of the key.

Keycards
Type Key
Rarity Did not match a rarity.
Spawn Locations BS CF TI
Weight 0.1
Faction Reputation 0 - 1
Faction Rep / Weight 0 - 1

Usage

Keycards are used to access normally locked locations throughout both of the games maps, Bright Sands and Crescent Falls. Rooms that can be unlocked with keys will display an image of a blue key (as opposed to the normal green check-mark) on the door's open button. Pressing the interact key on the button while a corresponding keycard is in your inventory (backpack or safe pockets) will grant the player access to the room. Keycards are not consumed upon usage, but instead have a durability that is taken from with every use. Each instance of usage deducts one (1) durability.

Keycard Rarity

Keycards are availability with the following rarity:

  • Common
  • Uncommon
  • Rare
  • Epic

Types of Keycards

Bright Sands
Image Name Rarity Spawn Location Unlock Location
Tall House Key Common Jackets, safes, briefcases, and luggage containers Tall House, Woodcutter Camp
Mine Access Key Common Jackets, safes, briefcases, and luggage containers Abandoned Mine
Bright Sands Observation Room Key Uncommon Jackets, safes, briefcases, and luggage containers Vaccine Labs
Server Access Key Uncommon Jackets, safes, briefcases, and luggage containers Comms Tower
Armory Key Rare Jackets, safes, briefcases, and luggage containers Jungle Camp
Crescent Falls
Image Name Rarity Spawn Location Unlock Location
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