Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In my experience, the coat check is very important.
Also, I suspect picking up the compass increases your chance of drafting rooms facing north and, as a result, of even less commonly drafting dead ends (including the vault, obviously).
the trading post can also get you the keys, especially when paired with the coat check. if you get the trading post then make your run about getting a lot of items, then head back out and trade away. i got one of the vault keys that way
if you happen to have the moon pendant then you can also use the trading post to guarantee the vault key (or any other given item) stays with you. trade the items you don't want to carry over until it gives you regular keys or dice until you only have the pendant and the vault key. that way it's a guarantee that the vault key (and pendant) will be with you on the next day