Updated May 25, 2026 · 8 min read · Two-day micro plan
The Day 1 plan is about reconnaissance — you map the mansion and learn what's near the entrance. Day 2 and Day 3 are about conversion: turning what you scouted into permanent unlocks before the mid-run scaling kicks in on Day 4. This page is the clean two-day plan most players miss: bank Day 2, push Day 3, and have at least one save-file perk by bedtime.
Quick reference: Day 2 = Pantry + Library + Lab (if available, mix Iron+Salt+Coal). Day 3 = Hallway chain east → Vault attempt with code 4558. By Day 4 you should have +1 Coin/day permanent and 6+ Gems banked.
Day 2: Stabilize, Don't Push
The most common Day 2 mistake is treating it like Day 1 — drafting widely and burning Steps. Don't. Day 2 has a smaller goal: leave bedtime with a stable resource pool (~8 Coins, ~4 Keys, ~6 Gems) and at least one Laboratory or Greenhouse formula started.
The Day 2 Draft Order
First draft: Pantry. The Pantry refunds Steps. Drafting it early on Day 2 sets up the rest of the day as essentially free movement.
Second draft: Library OR Workshop. Library gives a free Atlas (helps Constellation later). Workshop gives a Pickaxe — pick based on what you saw on Day 1.
Third draft: Laboratory if it appears. Otherwise, draft a Hallway eastward.
Fourth and beyond: Coin generators. Coat Room, Trinket Shop, anything that pays Coins on entry.
The First Lab Mix
If the Lab appears on Day 2, mix exactly one formula: Iron + Salt + Coal. This is the "Coin Press" perk — +1 Coin per day, permanent, every future run. It's the highest-EV single action you can take in the entire game. See the Lab guide for the full formula list, but on Day 2 you want this one specifically.
Don't mix a second formula on Day 2. The Lab locks for the day after one mix. If you save the second mix for Day 3 (when the Lab is far cheaper to re-reach via the Pantry trick), you double your perk yield over two days.
Day 2 Resource Budget
Resource
Start of Day 2
Goal at bedtime
Coins
~6
~8 (net +2)
Keys
~3
~4 (net +1)
Gems
~2
~6 (net +4)
Steps remaining
50
10+ (don't burn out)
If you're below the goal at any column, end the day early. Sleeping with 10 Steps left is better than burning all 50 and ending with no banked resources.
Day 3: Push East, Open the Vault
Day 3 is the first day you should be aggressive. The mansion is a 9×5 grid — the Vault sits in column 9 (the far East Wing). With Day 2's Hallway chain in place, you should be within 2–3 drafts of the Vault on Day 3 morning.
A 6-tile chain reaches the Vault from the Entrance Hall. Spread it across Day 2 and Day 3.
The Day 3 Vault Run
The Vault code is fixed: 4558 (derived from D-O-O-R, see the Vault code page for the letter mapping). One Key opens the Vault door, and the Gem chest inside pays out 10–14 Gems on first open.
Morning: Walk Day 2's east chain. You should arrive at column 7 with 6+ Steps left.
Mid-morning: Draft northward. Hallway → Hallway → Vault (Vault is Rare-tier, ~5% per draft, but the East Wing skew is +12%, so call it 17% per attempt at column 9).
If Vault appears: Spend a Key, enter, dial 4-5-5-8, take the Gems.
If Vault doesn't appear: Draft a Bedroom and sleep early. Day 4 morning's east column refreshes — try again with fresh Steps.
The Day 3 Lab Re-Visit
If the Pantry-Lab adjacency from Day 2 is still in place, walk through and mix your second formula. Best second choice: Salt + Sulfur + Ash (Key Draft +15%). Keys are the most-bottlenecked resource in mid-run, and this compounds with every Vault attempt.
Recovery: If Day 2 Went Wrong
Common Day 2 failures and how Day 3 absorbs them:
Failed Lab mix. Lost a Coin pouch. Don't re-mix on Day 3 with the same elements — the Lab will reject it. Try a different formula or skip Lab on Day 3.
No Pantry drafted. Day 3 becomes a Step-budget run. Cut the Vault attempt; focus on Coat Room + Trinket for Coins, then bedtime.
Lost a Key to a wooden door. Steel doors only on Day 3. Wooden doors open via Pickaxe or by leaving them.
Handoff to Day 4
By Day 4 morning you should have:
+1 Coin/day permanent (Lab Coin Press)
+15% Key spawn (Lab Key Draft, if you mixed twice)
10+ Gems banked
Vault opened at least once
An East Wing chain that survives the Day 4 reset (Hallways persist as map markers)
If you have all five, you're ahead of the standard pace and can attempt Room 46 by Day 5 instead of the typical Day 6–7.