ULTIMATE Key Guide for Crescent Falls & Bright Sands | The Cycle Frontier



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With the full release of The Cycle Frontier there are a lot of changes to loot behind keys and keycard rooms! We will cover every key on both Bright Sands and Crescent falls and show you their location, loot inside and if they’re worth keeping or worth trading for!

0:00 Intro
0:49 Luggage Safe Key – Base Camp – Bright Sands
2:18 Mine Access Key – Abandoned Mine – Bright Sands
3:00 Tall House Key – Woodcutter Camp – Bright Sands
3:30 Skeleton Key – Swamp Camp – Bright Sands
3:57 Bright Sands Observation Room Key – Vaccine Labs – Bright Sands
4:33 Server Access Key – Comms Tower – Bright Sands
5:22 Armory Key – Jungle Camp – Bright Sands
6:24 Community Room Key – Favela – Crescent Falls
7:24 Loose House Key – Favela – Crescent Falls
7:57 Overseer Office Key – Nutrition Farms Processing – Crescent Falls
8:29 Labs Key – Pinnacle Labs – Crescent Falls
9:28 Janitors Key – Starport Admin – Crescent Falls
10:02 Boss Key – Starport Admin – Crescent Falls
10:57 Garage Key – Green’s Prospect – Crescent Falls
11:37 Bar Key – Green’s Prospect – Crescent Falls

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The Cycle: Frontier is a free-to-play high-stakes PvPvE first-person shooter driven by suspense and danger. Prospect for resources and other riches on an abandoned alien world ravaged by a deadly storm, inhabited by monsters, and frequently raided by other ambitious Prospectors.

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29 thoughts on “ULTIMATE Key Guide for Crescent Falls & Bright Sands | The Cycle Frontier”

  1. I got a Flechette in tall house i always check it now what else am I gonna use the keys on the other tall house dosnt have a weapon create. So I disagree, it is worth going up the stairs.

    Reply
  2. I found a Phasic Lancer in the Tall House room weapon crate, I'd say if you have the space in your safe pouch and you're early game phase, keep the key and check the room if you happen to end up in woodcutter camps, worth a shot.

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