Keycard
From Pressure Wiki
The Keycard is a type of item in Pressure that can be found in the Hadal Blacksite.
Description & Usage
Keycards are used to open locked doors throughout the Blacksite, allowing players to progress to the following room.
Obtainment
Keycards can commonly be found in item spots inside of the Hadal Blacksite. Alternatively, when encountering Sebastian's Shop, the keycard to the next room will always be located on the table next to the radio.
Notes
- Keycards generally come in blue, but there are two other types of keycards: A purple keycard and an orange keycard.
- Purple keycards enable you to open locked doors within rooms, such as the double doors at the entrance and exit of the Heavy Containment room type.
- Orange keycards work exactly the same as the default blue keycards, except they display no door number and are exclusive to The Ridge.
- Doors that require a keycard will display their navi-path in a light blue color.
- Keycards will occasionally emit a wind chime sound. This will happen after 35 seconds for blue and orange keycards, and 10 or 20 seconds for purple keycards, depending on the area.
- They also emit a low buzzing sound if you're close enough, making it easier to track down without opening drawers or item lockers.
- In larger locked rooms, there will be multiple keycard spawns.
- It is possible for 2 or more keycards to be spawned in the same room. All keycards are functional and can be used to open a locked door.
- Keycards will appear on the player's HUD once picked up and can be used by interacting with a keycard door's keycard reader.
- Prior to the "Four Point Five" update, keycards would automatically be equipped in the player's hand once picked up.
- Picking up a keycard will not remove it from its item spot, allowing other players to also take it.
- Once a keycard is successfully used, it will disappear from all players' inventories.
- With this, the keycards in the room will dissapear.
- Players can use items in their primary hand, such as a Medkit, while opening a door with a keycard.
- The door leading to room 100 will never require a keycard. In the case that room 99 generates as an area that typically requires a keycard to progress, the door to the next room will spawn normally instead, with no keycard present.
- While most keycard readers generate on doors themselves, there are cases where keycard readers will spawn next to the door instead. Notable examples are keycard doors in Heavy Containment and checkpoint rooms requiring purple keycards.
- Some doors may have a red keycard reader. They are currently unique to optional side rooms that have additional loot, the room containing Paranoia's Box in Heavy Containment, and the room containing Wooden Crucifix in Heavy Containment. These readers do not accept any keycards and can only be opened with a Code Breacher.
Gallery
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A blue keycard, as seen in an item spot
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A keycard door, recognized by the keycard reader and blue room number
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A blue keycard, as seen on a player's HUD after picking it up
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A keycard door as seen in Heavy Containment. The keycard reader is housed to the side of the door instead of being attached to the door itself
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A purple keycard, as seen in an item spot
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Purple keycard doors, as seen in a checkpoint room
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A purple keycard side room. Players are required to open this door in order to find the blue keycard for the door leading to the next area
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A door with a red keycard reader. It can only be opened with a Code Breacher
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A player using a keycard to unlock a door prior to the "Four Point Five" update.
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A blue keycard in a player's hand. Only able to be done prior to the "Four Point Five" update.
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An older version of the keycard
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2 Keycards that were generated next to eachother.
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