Keys take up space, cost money and break. Carrying all of them is impossible and choosing between them is hard, because it is unclear which ones will ever be useful. We counted using our own database. How many keys you actually need Out of the whole key catalogue, 74 are tied to at least one task .
Keys take up space, cost money and break. Carrying all of them is impossible and choosing between them is hard, because it is unclear which ones will ever be useful. We counted using our own database.
Out of the whole key catalogue, 74 are tied to at least one task. Everything else opens loot rooms: those may pay for themselves and may not, but they are never mandatory.
That distinction matters. A key a task needs you will buy sooner or later — the only question is when and at what price. A loot key is a bet.
The pattern: most of the multi-task keys are on Customs — the dorms and the office. That is one more argument for a new player starting there.
Every key page on this site has a "Needed for quests" block. If it is empty, no task requires that key and the decision to buy is purely economic.
> The reverse holds too: if the block is not empty, you will need the key eventually, and the only question is the price.
Our list is built from task objectives. If a key is needed not for an objective itself but simply to reach the room where a quest item lies, the link may not show up — the game does not spell that out in the objective text. We add such cases by hand as we verify them.