keepcalculator

06 Numbers and Powers

Worn Keycard in Arknights Endfield: How to Find and Use

Card No. 06·8025 · Updated · Standard formula, shown below

Average pace 30.00 min/km
Average speed
2.00 km/h
Result
Time spent (min)
15 min
You entered
Distance walked (m)
500 m
You entered
You enter
Time spent (min), Distance walked (m)
You get
Average pace, Average speed
Rounding
2 dp

The Worn Keycard in Arknights: Endfield is a small, easily missed item that unlocks a hidden door in the Forbidden Zone, leading to a room with a supply crate and a lore terminal. You find it by exploring the northern edge of the map, near a collapsed wall, and you use it on a keypad beside a sealed door in the same area. This guide covers exactly where the keycard spawns, how to open the door, and what you get for your trouble.

Formula

The calculator above works out your average pace and speed for a walking or running route. The formulas are:

  • Average pace (min/km) = time in minutes ÷ (distance in meters ÷ 1000)
  • Average speed (km/h) = (distance in meters ÷ 1000) ÷ (time in minutes ÷ 60)

Where t is the total time in minutes, and d is the total distance in meters. The first output (pace) is the headline answer, showing how many minutes it takes to cover one kilometer. The second output (speed) is a helpful conversion for those who think in kilometers per hour.

Worked Example

Using the default values from the calculator: you walk 500 meters in 15 minutes.

  1. Convert distance to kilometers: 500 m ÷ 1000 = 0.5 km
  2. Pace = 15 min ÷ 0.5 km = 30 min/km
  3. Speed = 0.5 km ÷ (15 min ÷ 60) = 0.5 km ÷ 0.25 h = 2 km/h

The calculator returns a pace of 30.00 min/km and a speed of 2.00 km/h. This matches the step-by-step math.

Where the Worn Keycard Spawns

The Worn Keycard is not tied to a quest marker; it sits in the open world of the Forbidden Zone, a high-level area on the eastern side of the map. Head to the northern section of the zone, past the ruined buildings and the first group of enemies. Look for a collapsed wall with a small gap you can squeeze through. On the ground, partially covered by rubble, you will see the keycard glinting. Interact with it to pick it up.

There is no RNG involved—the keycard is always in the same spot for every player. If you do not see it, you are likely in the wrong location or have already collected it. The keycard does not respawn, and it is not a drop from any enemy.

How to Unlock the Hidden Door

Once you have the keycard, walk south from the spawn point toward a sealed metal door with a small keypad on the right side. The door is set into a rock face, not a building, so it is easy to miss. Approach the keypad and press the interact button; the game will prompt you to use the Worn Keycard. Confirm, and the door slides open.

Inside the small room you will find:

  • A supply crate with crafting materials and credits
  • A lore terminal that adds a short entry to your codex
  • Sometimes a second, smaller cache behind a stack of boxes

The room is safe—no enemies spawn inside, so you can take your time looting.

Common Mistakes and Misconceptions

A frequent mistake is assuming the keycard is a mission item you must use immediately. It is not; you can carry it indefinitely and use it later. Another misconception is that the door requires a specific character or a certain level. It does not—any character can use the keycard once you have it.

Some players report that the keycard is invisible due to a graphics glitch. If you are standing in the right spot and see nothing, try adjusting your camera angle or reloading the area. The hitbox is still there, and you can interact with it blindly.

Finally, do not confuse the Worn Keycard with the Rusty Keycard or the Old Keycard, which are used for other doors in the same zone. Each keycard is unique to its door.

Why Bother? The Rewards

The hidden room is not a major loot jackpot, but it is worth a detour if you are already in the Forbidden Zone. The supply crate typically contains a few dozen crafting materials, some in-game currency, and occasionally a blue-tier upgrade module. The lore terminal adds flavor text about the Endfield expedition, which completionists will want.

More importantly, finding the keycard and opening the door counts toward exploration progress in the zone. If you are aiming for 100% map completion, this is a required step.

Alternatives and Similar Secrets

The Forbidden Zone has several other hidden doors that require similar keycards. The Rusty Keycard, for example, unlocks a storage room near the southern exit. The Old Keycard is found in a side cave and opens a bunker with a larger cache. None of these are essential to the main story, but they reward thorough exploration.

If you are stuck, you can also check the in-game map for unvisited nooks. The developers intentionally placed these secrets without markers, so using the environment (like the collapsed wall) is the intended way to find them.

Frequently Asked Questions

Can I get the Worn Keycard after completing the main story?

Yes. The Forbidden Zone remains accessible after the story, and the keycard is still in its spawn location. Nothing about the secret is missable.

Is the Worn Keycard used for anything else?

No. It only unlocks the one hidden door in the northern Forbidden Zone. Once used, it disappears from your inventory.

What level should I be to explore the Forbidden Zone?

The zone is designed for characters around level 40 or higher, but you can sneak past enemies to grab the keycard at a lower level if you are careful. The enemies are aggressive, so bring a healer or a fast-moving character.

Does the hidden room respawn its loot?

No. The supply crate and lore terminal are one-time pickups. Once you clear the room, it stays empty on future visits.

Can I open the door without the keycard?

No. There is no alternative method, lockpicking mechanic, or console command in the normal game. You must find the keycard.

Related

Formula used
in t | Time spent (min) | min | 15 | 0 | 600
in d | Distance walked (m) | m | 500 | 0 | 5000
out pace | Average pace | min/km | t / (d / 1000) | 2
out speed | Average speed | km/h | (d / 1000) / (t / 60) | 2

Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work

Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.

More cards in this drawer

The whole Numbers and Powers drawer →