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Funny enough, in my final attempt i was exactly 1 key short, before i remembered i hadn't picked an Outer Room, yet (because 6 steps is a lot when you only start out wirh 13). Got the Trade Post and traded around stuff until i was offered a key.
So, my advice would be to just keep going, making small gains here and there. It will happen, eventually.
You just have to lower your expectations of what you can accomplish in a day.
I won due to a sauna the previous day + early sleeping mask.
Also a miraculously unlocked tunnel to the antechamber.
https://steamcommunity.com/sharedfiles/filedetails/?id=3468064048
I like dare mode a lot less than curse mode for whatever that is worth....
I think dares are different for each player, mine were:
So, essentially, i always picked Shelter as my Outer Room, and made sure to always carry 1 dice to reroll Aquarium. Other than that Dare Mode wasn't too bad.
Definitely is and I need to reset my Dare Mode run because my first Dare was that I have to end every day with 0 gems and 0 coins and that's gutted runs.
Dare 1: don't eat fruit (step tax, whatever)
Dare 2: end with 0/0/0 keys/gems/coins (hope you didn't plan on ever using a shovel...)
Dare 3: if you have 3+ gems: draft the highest gem cost room (this is annoying because you avoid it by spending a lot of steps or it has good chance of wrecking a day...)
Dare 4: I forget
The end with 0/0/0 thing was REALLY annoying.
My day 11 curse run was lucky, sauna REALLY helps if you get it the day before.
I previously got the minecart moved, gem mine, tunnel, foundation (in a bad spot) activated, and 13 stars.
Nothing else I did was relevant to the game-winning day.
One roll away from getting it on Day 11, just needed my last room to point at the elevator activation. :(
Got room 46 on my first run on Day 13, and on my first Dare Mode on Day 13; was really hoping to repeat that.
like curse mode on day one? sick!