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4 minutes, 26 seconds
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I wasn't even hunting anything special the first time I found the Dam Staff Room Key. I was just doing the usual drawer-to-drawer routine, grabbing whatever I could and checking my ARC Raiders Items mental checklist as I went. Then a key pops up and your whole run changes. That's the trick with this one: it's a one-and-done key. Use it once, it burns. So the moment it hits your inventory, treat it like contraband—move it into your safe pocket and stop fiddling with it.
You can pull the Dam Staff Room Key out of the most boring places. Backpacks, filing cabinets, little office containers that usually cough up scrap and sadness. Most people seem to get it on the Dam Battlegrounds, and that's still the best place to roll the dice, but I've heard plenty of "no way" stories where it turns up elsewhere. Loot pools can be weird like that. The key thing is not getting greedy when it drops. A lot of players keep looting "just one more room," then get clipped and lose it. Don't do that. Bank it safe, then decide if you're actually committing to the door.
The key's for a locked staff room inside the Research & Administration building on Dam, the one tied into the Control Tower area. Getting there isn't complicated, but it can feel awful when the map's busy. Go into the main lobby, find the front desk, then cut left. You'll be moving along a hallway where sightlines can open up fast, so don't sprint like you own the place. The locked door sits on the first floor on the right side as you go, easy to miss if you're staring at your radar or listening for footsteps instead of reading the signs.
Inside, the value is that everything's packed tight. Lockers, ammo carts, storage crates—less running around, more quick checks. It's a solid hit for attachments, ammo, and crafting bits, and every so often you'll snag a weapon that actually feels like an upgrade instead of a placeholder. RNG still runs the show, though. Sometimes it's a proper payday, sometimes it's "well, at least I got rounds." Also, watch for containers that might need the right perk or access skill; if you can't open something, you'll feel that key's cost a lot more.
If you've got the nerve, save the key for a night raid. Night runs are messy—visibility's rough, fights start closer, and you can't always tell if that noise is ARC or a player creeping. But the loot often feels a step up, and that staff room can pay out better when the risk's higher. Just go in with a plan to leave, not a plan to "clear the whole building," and keep an eye out for what you actually need, whether that's ammo, attachments, or a shot at ARC Raiders Legendary Material on the same trip out.
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