Day One: Checklist and Priorities
Your first 24 hours: active alliance, Sanctuary push, two-three focus heroes, events before speedups, plundering from day one.
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🗓 Updated: 2026-10-03
Last Asylum: Plague rewards one thing above everything else: focus. Between construction timers, hero banners, events and alliance chores it is very easy to stay busy for two weeks and still end up weaker than someone who played three days correctly.
This guide compresses community expertise and tested strategy into a day-one playbook: what to do in the first 24 hours, when every important hero unlocks, how might and factions actually work, and the five mistakes that ruin new accounts.
First 24 Hours: The Checklist
Work through this list in order. Everything else in the game can wait until these six things are done.
- Join an active alliance immediately. Build help cuts your timers, alliance events pay free rewards, and membership discourages attackers. A dead alliance gives you none of that.
- Push your Sanctuary. Sanctuary level is your real player level — it gates hero level caps, building unlocks and troop tiers.
- Keep the Builder’s Hut at Sanctuary level until Sanctuary 15. It extends the free-completion window on construction timers (cutting hours off long upgrades), the single biggest early accelerant in the game.
- Pick two or three heroes only. Every shard, skill badge and EXP potion you spread thin is one your main squad never sees.
- Check the event calendar before spending speedups. Many events pay rewards for doing what you were going to do anyway — double dip.
- Start plundering on day one. Plunder income compounds; later in the game a missed day of attacking is roughly 27 million resources gone.
Join an Active Alliance Immediately
This is step one for a reason. In an active alliance every construction and research you start gets sped up by allies tapping the help button, which quietly saves hours of timers every single day.
Alliance events are the second income stream of the game. Alliance Duel and similar events hand out hero shards, speedups and resources for participation — but only if the alliance actually plays them.
Membership is also protection. Players looking for easy plunder check who you belong to before attacking; a strong alliance tag makes most of them scroll past you.
How to judge an alliance before joining: look at recent member activity, whether help requests actually get answered, and whether the alliance plays its events. If you land in a graveyard with a full member list and zero logins — leave.
Change your starting nickname first. The game assigns you an auto-generated name like Player_837261 — most recruiters read those as bots, farm accounts or players who will abandon the game in a week, and simply reject the application. A real-looking nickname dramatically raises your chance of being accepted into an active alliance. The first rename is free (Lord profile → edit icon next to the name).
A dead alliance is worse than no alliance. Leave without guilt and join a living one the same day.
Sanctuary Gates Everything
The Sanctuary is the big central building and the closest thing the game has to a player level. Every other building is capped by it, every upgrade grants EXP, and its level decides what the game lets you touch at all.
- Building levels — nothing in your city can exceed the corresponding Sanctuary gate.
- Hero level cap — your heroes cannot out-level your Sanctuary.
- Troop tiers — higher tiers unlock through the Training Grounds, which are themselves gated by Sanctuary.
- Feature unlocks — workshops, the Tavern, alliance features and event modes all arrive at fixed Sanctuary levels.
Because of that, Sanctuary upgrades sit at the top of the build priority list permanently. The full roadmap lives in the Buildings guide.
One beginner-specific rule: keep the Builder’s Hut at your current Sanctuary level until you reach Sanctuary 15. It extends the free-completion window on timers (construction you can finish for free at the end), and that extension is what lets you keep the Sanctuary push moving without burning your saved speedups.
Pick Two or Three Heroes Only
Hero investment in Last Asylum is brutally expensive. Shards, skill badges, EXP potions and gear materials are all scarce, and a hero that is half-built protects you from nothing.
The community rule is to concentrate every resource on ONE main squad of five heroes — and early on, before you even have five worth using, that means two or three heroes carry your entire account.
Concretely: pick your two or three, dump everything into them, and let everyone else stay at whatever level the game handed them for free. A squad of two invested heroes beats a squad of five evenly-split ones in almost every fight you will actually take.
Which heroes to pick is not a matter of taste — the unlock timeline below and the Heroes guide give the canonical path.
Check Events Before Spending Speedups
Speedups, resources and diamonds are not just currencies — they are also event scoring material. A large share of events pay rewards based on how much you consume of something during the event window.
So the habit that separates good accounts from great ones: before you burn through a pile of speedups, open the events tab and check whether an event is running — or starts tomorrow — that rewards speedup usage.
This is what players call the double dip: the same speedup moves your construction forward AND claims event points for it. Spending the pile on a dead Tuesday instead of during the event is paying twice for one result.
Start Plundering on Day One
Plunder is your third income stream after production and events, and it is the one most beginners ignore for weeks. It costs only stamina you were going to waste anyway.
The full mechanics — daily limits, the 100% / 15% / 5% thresholds, the nine-hit rule, the War Supply bonus — live in the Economy guide.
The day-one version is simple: attack the richest target you can beat, never let your stamina sit at the cap, and do not be the player who reaches Sanctuary 20 with dozens of millions in missed plunder behind them. Kept up daily, plundering is worth roughly 27 million resources per day later in the game.
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