Keycards are objects that can be found almost anywhere in the game, commonly found in desks. They unlock any door that requires that particular keycard, and Albert West can only enter certain rooms with the proper keycard. All keycards weigh 0 kg and, with a few exceptions, have a stack limit of 1.
A hacked keycard is used to unlock doors that require it. Upon unlocking a door, one keycard is consumed and the door is permanently unlocked (it can still be closed). Each door requires a specific keycard class (A, B, or C) and no other class will be accepted. Hacked keycards of all classes are usually found in desks and occasionally in bathroom shelves, although these are not the only possibilities.
Hacked keycards are used in both random and non-random rooms. Random rooms that require a hacked keycard are always dead-ends with some useful items, so a hacked keycard is never required to reach the stairs. All classes of hacked keycards have a stack limit of 50.
Class A is the least common of the three hacked keycard classes, in terms of both availability and use. Except for one class A in the MPO Prison and one in the Solar Casino, Class A spawns are random.
Some non-random doors that are locked by class A cards are:
- MPO Prison F01: The door that leads to F00. A class A card can always be found in the nearby room.
- Central Control: The door near the generator room; contains all three recharging stations.
- Solar Casino: The door that hides the Level 2 Mine Data Chip. The room with the door should have a class A keycard in a desk.
- Murray Space Center: The room with the oxygen generator in the northwest and a storage room in the southwest. Both rooms have two independently A-locked doors, so 4 class A locks in total.
Class B keycards are more often used for accessing random rooms than non-random rooms. The first locked door that Albert West encounters in the MPO Prison requires a class B keycard. The prison has only one other class B lock in its prison area, but this leads to more cells, which don't hold much in terms of loot. Beyond this, there are very few, if any, non-random class B doors.
Class C keycards are almost entirely dedicated to accessing random rooms, with only MPO Prison cells and the kitchen being locked behind class C doors. Thus, similarly to class B keycards, class C is primarily useful for accessing the randomly generated rooms in the inner and outer sectors.
The Keycard for the Engineering Sub-Door opens a staircase that connects Nilson Engineering and Herbert Research. This particular keycard is found in Herbert Research and opens Herbert's side of the staircase. There are two doors that are locked by this keycard.
For the keycard that opens Nilson Engineering's side, see Research Sub-Door.
The Keycard to the Generator Room opens doors that lead directly to the Power Generator in Central Control. Two copies of the keycard can be found in the Power Control room, which requires the respective keycard. This is the only non-hacked keycard with a stack limit that isn't 1 (it's 2).
The Keycard to the MPO Mine grants access to the Mine via a staircase in Central Control. It is found in Nilson Engineering, in a crate directly north of the entrance, just in front of the power recharging station.
Power Control Room
The Keycard to the Power Control Room opens the door to the Power Control room in Central Control, where Albert West can control what station sectors are powered. The Power Control room also contains keycards to Nilson Engineering, Herbert Research, and the Power Generator.
The Keycard to Prison Gate opens the door in the MPO Prison that leads to the tram. If the tutorial is skipped, then this keycard cannot be found since the door will already be open.
The Keycard for the Research Sub-Door opens a staircase that connects Nilson Engineering and Herbert Research. This particular keycard is found in Nilson Engineering and opens Nilson's side of the staircase.
For the keycard that opens Nilson Engineering's side, see Engineering Sub-Door.
The Keycard to the Space Center is used to open the first door of the space center, allowing access to the entirety of the facility. It is found in Spirit Plaza's ground floor (F00) in the northeast corner, in a side bag in a kitchen along with a mess of snacks.
Zeronica Jones' Keycard is used to access a room in District Aries. The room contains the level 4 biosphere data chip.
The Mansion Gate Keypass is a keycard-like item that is used to exit Murray Mansion via tram. It is found in the mansion's Basement 1 (F02), near the save point.
Mansion Security Door
The Mansion Security Door Keypass is a keycard-like item that is used to open a series of locked doors in the northern portion of Murray Mansion's F01, as well as one door in F02. There are several locked doors and thus several keypasses; they are always found in a physically large container with at least one journal. In the map, the blue beacons in the northwest, northeast, and east are the locations of the keypasses. In F02, the keypass is in the western room and opens the eastern room.