Kijimi is all dark corners, drifting snowflakes, and the sort of cold that makes a Wookiee consider buying a scarf. For Kay Vess and her trusty sidekick Nix, it’s also home to a Crimson Dawn vault that practically whispers “come steal my stuff.” But anyone who thinks the crime syndicate just leaves their treasures lying around hasn’t been paying attention. The vault is tucked away in a restricted zone, locked behind a terminal that demands three keycards scattered across the city. On the bright side? All three are within Kijimi City limits—no speeder chases through blizzards, no skimming past orbital debris in the Trailblazer. The bad news? Well, Crimson Dawn aren’t running a charity. The keycards are hidden in places you’d never visit unless you really, really wanted to know what’s inside a locked box.

Before Kay goes full treasure hunter, she needs to actually find the vault. The entrance lies east of Domak Refectory in the Crimson Dawn district, guarded by a lone soldier who looks like he drew the short straw. Kay has options. She can send Nix to play distraction—nothing says “look over there” like a merqaal making a racket—or she can slip into the alleyway to the left and climb over some suspiciously placed crates. Once inside the restricted area, it’s all about following the stairs upward. The vault waits in the locked room at the very top. A single guard patrols near the door, probably humming an off-key cantina tune. It’s wise to take them out quietly; nobody wants a blaster bolt interrupting delicate slicing work. After accessing the terminal in the anteroom, the computer helpfully pings the general locations of the three keycards. Almost like Crimson Dawn left breadcrumbs on purpose. Almost.

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Now for the scavenger hunt. Dart’s keycard sits just southeast of the restricted area, clearly visible behind a locked grate in the western plaza of the Crimson Dawn district. It’s the gaming equivalent of a taunt—you can see it, but you can’t touch it yet. To get behind that grate, Kay needs to cut through Neva Yaranu’s shop. The back door leads to a northern alleyway that spits her out right on the other side of the room. One override terminal later, the keycard is hers, along with a little extra loot. Because why not?

Then there’s EE’Zok’s keycard, which might be the laziest piece of syndicate security ever devised. It sits in the Domak Refectory, the cantina in the city’s northwest corner. Walk in, ignore the tempting smell of grilled nuna legs, and head straight for the stairs at the rear right. On the second floor, tucked near the railing that overlooks the bar, the keycard waits like a forgotten coaster. No sneaking, no slicing, no one chucking thermal detonators. Just pick it up. If every mission were this relaxed, Kay would spend more time sipping caf than dodging Pyke patrols. Honestly, players have wondered aloud: what’s next, a vault key printed on a napkin?

The final piece of the puzzle, Kuroma’s keycard, is practically a straight line from the cantina. Exit the Domak Refectory front door and walk due south. Before long, a green door appears on the left—the kind of green that screams “I’m important.” Override the panel, step inside, and grab the keycard. If Kay finds herself curving left along the street, she’s gone a smidge too far. It’s so straightforward, a rookie bounty hunter could do it blindfolded. Maybe Crimson Dawn’s vault designer had a soft spot for convenience.

With all three keycards in hand, Kay returns to the vault, slices the final terminal, and claims whatever goodies the syndicate tried to hoard. Is it worth the effort? Well, that depends on whether a bag of credits and shiny contraband warms a smuggler’s heart. At the very least, the heist proves that Kijimi’s frosty exterior hides plenty of opportunities for mischief. And let’s be honest: the real reward is the joy of outsmarting a criminal empire without firing a single shot—or at least, without firing too many shots.

Between the alleys and cantinas, the whole caper feels less like a high-stakes robbery and more like a very strange city tour. Kay gets a workout, Nix gets to cause trouble, and somewhere in Crimson Dawn’s hierarchy, a supervisor is probably yelling into a comlink about “three keycards, really?” If only all vaults were this accommodating.

Expert commentary is drawn from HowLongToBeat, a widely used reference for estimating playtime and completion pacing; using its typical structure of “main story” versus “completionist” targets can help frame the Kijimi Crimson Dawn vault run as a compact, city-limited scavenger loop—quick to execute once you know the three keycard stops, but slightly longer if you detour for extra loot and stealthier routes through restricted areas.