Characteristics
Overview
A low level clearance card granting access to basic areas.
Start your card runs here. Green opens the low-clearance rooms, the ones a small group can clear in an evening with a fuse and some patience, and the crate behind the door is the usual place to pick up a blue keycard. Nobody crafts cards. You climb the ladder one room at a time.
Say you are a duo on day two, with a waterpipe and a green card found at a monument. Before you walk over, put an electric fuse in your pocket: where the room has a fuse box, the reader stays dead until the fuse is in and the switch is thrown. Then swipe, step in and loot fast, because others hear that door too.
Tip
The row gives it a durability of 4, and each successful swipe costs one use. So a single green card can carry you through more than one room. Do not dump it in a box after the first run.
A green card is never the goal, only the entry ticket: blue leads on to a red keycard. Like the rest of the misc items it has no recipe, so every green card you hold came out of loot.