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Misc

Red Keycard

Two uses, then it breaks, and it opens the best card rooms on the map. Plan the whole run before you swipe, because a wasted red card hurts the most.

Characteristics

Category
Misc
Stack size
1
Durability
2
Craftable
No
Researchable
No

Overview

In-game description
A keycard with advanced clearance, grants access to top level areas

Two uses, then it breaks. The row gives the red card a durability of 2 where green and blue get 4, so every swipe has to land in a room you can actually hold. It opens the top-level rooms at the far end of the card ladder, usually reached after a blue keycard room has already paid out.

Expect radiation on the way in. Wear a hazmat suit or at least swallow anti-radiation pills before the walk, and count on armed scientists inside. Then the usual order: electric fuse in the box, switch thrown, card last.

Tip

Settle the plan on voice before anyone swipes. One player carries the card, the rest clear and watch the doors, and nobody wanders off to break barrels while the fuse burns down.

Say you hold one red card and your group wants to go tonight, but another clan has been camping that monument since lunch. Wait. Swiping into a room you cannot keep hands them the crate and burns half your card.