Blue Prince

Blue Prince

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Getting to Room 46 in Day 1, suggestions?
So, getting to room 46 in Day 1 is... pure RNG isn't it? Unless there is someway to control this.

I will keep the rest in Spoiler:

Steps required to take to get to Room 46:

1. Open the Antichamber exterior doors:
A. Greenhouse + Broken Lever
B. Great Hallway + Enough Keys to find the right lever
C. Secret Garden Key + Secret Garden West or East location
D. Powerhammer (Hammer + Battery + Broken Lever + Workshop Room) to break Weight Room.

2. Secure the Pathway to the Undergrounds Front Entry:
A. Foundation + Unlocking the elevator with getting a door that point behind it
B. Making the Powerhammer (Hammer + Battery + Broken Lever + Workshop Room) to break the passageway outside
C. Get A Pump Room to Lower the Resevoir by 1 and use Fountain Entry... but to do both you require perfect matched Boiler Room.

3. Secure the Pathway to the Undergrounds Back Entry:
A. Garage + Utility Closet + Tombs
B. Pump Room to Lower Fountain Entry, bonus if you also somehow can lower Resevoir by 1 to gain Entry to Front Undergrounds.

4. Get to the Antichamber and in such all 3 points above has succeeded.

Problems:
A. Footsteps
B. Diamonds to get the rooms you need
C. Keys to progress
D. Getting the rooms you need, if you never get the Pump Room for example but manages Point 1 and 2 and 4 you have failed because of RNG.


So, thoughts? Suggestions on what to do? I can get pretty far, about 2/3 before I get to a point where either I get out of resources, or the rooms refuses to match the ones I need so I have to reset.
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Showing 1-13 of 13 comments
Jack Apr 19 @ 12:09pm 
Never going to happen.
Roan Apr 19 @ 12:14pm 
I haven't made my attempt yet but I've started drafting it out... And yeah, it definitely seems like this will be the biggest RNG challenge there is.

Power Hammer should hypothetically grant access to the tunnel and basement without the need for the Basement Key, allowing you to open the north antechamber door without ever getting to the antechamber first... I haven't tried doing this in reverse though so I'm not 100% sure if you CAN break it from the outside or not? I'm also not sure if the layout of the basement maze would let you move the dollys you need if you accessed it from this direction.

From there it's really just drafting either the Weight Room or Secret Garden - while the power hammer works for the Weight Room losing half steps seems dangerous when you already have so few to begin with, plus Secret Garden spreads fruit around which means more steps potentially.

To help get the power hammer + needed keys the garage would be a good draft as well to get your outside room and potentially a toolshed or trading post.
Last edited by Roan; Apr 19 @ 12:17pm
Resinger Apr 19 @ 1:05pm 
Yeah, i dont really see this being realistically possible for the vast majority of people unless theres something that unlocks towards the actual end of the game that resets your days to day 1. Theres some absurd amount of rng you'd have to hit for it to happen.
Originally posted by Roan:
I haven't made my attempt yet but I've started drafting it out... And yeah, it definitely seems like this will be the biggest RNG challenge there is.

Power Hammer should hypothetically grant access to the tunnel and basement without the need for the Basement Key, allowing you to open the north antechamber door without ever getting to the antechamber first... I haven't tried doing this in reverse though so I'm not 100% sure if you CAN break it from the outside or not? I'm also not sure if the layout of the basement maze would let you move the dollys you need if you accessed it from this direction.

From there it's really just drafting either the Weight Room or Secret Garden - while the power hammer works for the Weight Room losing half steps seems dangerous when you already have so few to begin with, plus Secret Garden spreads fruit around which means more steps potentially.

To help get the power hammer + needed keys the garage would be a good draft as well to get your outside room and potentially a toolshed or trading post.

You can indeed use the backway in. I had a run right now where I tested it. I had step 1,2 and 4 down. But could not do Step 3 nor did I have enough steps.
Some lab experiments help, but you do need good RNG to get it done.
There is another thread about this, a few people got it.
It takes a *LOT* of attempts.

Early nursery, sleeping mask, lucky rabbit's foot, metal detector, and/or lockpick can help a lot.
Last edited by Doombringer; Apr 19 @ 7:42pm
Iavra Apr 19 @ 3:27pm 
I'm still on Curse Mode, but my current idea would be:

  1. reroll to get a Boiler Room + Lab setup, then unlock Blackbridge Grotto. Do not pick an experiment, yet.
  2. get a Shovel + Hammer, place the microchips in the Grotto, get Throne Room.
  3. try to draft Throne Room to unlock the north Antechamber door, then open another door using one of the available ways.
  4. (as a backup) try to get a Workshop, Magnifying Glass, and Metal Detector, open the Sundial and place the microchips there, then download the package and try to get an experiment that "opens 1 antechamber door".

Not sure if all of these things are available the same day they are unlocked, but this way I wouldn't need to go to the Basement at all, potentially saving a lot of steps.
Last edited by Iavra; Apr 19 @ 3:28pm
Jabroni Apr 19 @ 3:46pm 
Originally posted by Jack:
Never going to happen.

Have you met speed runners?

People already save scum from the lobby to save time trying and we know the steps that noobs obviously do not




OP the easy path is known and is possible but needs massive rng

I did it by accident and in turn 18 but figured it out how

Weak Simon somehow needs to pull garage crypt foundation and then reach the antichamber and have steps to complete all and walk back lol

Last edited by Jabroni; Apr 19 @ 3:50pm
Vardis Apr 19 @ 3:50pm 
Draft the bedroom first. On the first day, that will always get you a chest.

Draft the Nook, Den, and Courtyard as your ~9th rooms. I don't have the notes I took on that still, but I think Nook 8 and Den 9 got me another 2 chests frequently, ideally giving you 3 chests total.

You are going to want at least 2 dice (the more the better). Aim for garage + tombs, which will require a redraw.

If you get the tomb, you just need pool + pump. Lower the reservoir 1, and you're set.

Getting to the antechamber is fairly easy with practice.

The hardest part for me was getting the tombs, and the chests made that easier since you're more likely to pick up dice with several of those.

Obviously there are other ways - if you don't get tombs, but get the foundation and pump, you have a chance (although you'll need more steps to make 2 trips to the pump). Boiler + pump obviously also works, but my experience was that's much more difficult to pull off.
Jabroni Apr 19 @ 3:53pm 
I skip the pump because I have foundation
As someone who has spent 21 hours on this, had several close attempts, and finally gotten Day 1 there are a few things I would say are worth mentioning and knowing. One of which is to know your safe codes.
The room options that you get by default are always the same regardless of which door you choose, personally I always started with the closet on the right side. The closet can give any consumable but you usually are looking for an item, with the best being rabbits foot, running shoes, or sleeping mask IMO. I managed to do it with a coin pouch that I never used and a key.
Similarly the Outer Room options will also always be the same, if you want to guarantee the tomb you need a way to reroll 2 times to guarantee or 1 if your really lucky. I've only ever managed to get the tomb on a single reroll once.

I've had many runs where I have everything needed except the steps, so a requirement is some combination of items and rooms that give you steps.

Another room of note is the Laboratory, where you can enable experiments to gain consumables. The run I managed to win I got the experiment that can give a random consumable item for placing bedrooms.

Regardless of whether I have the dice for the tomb I always go for the garage which consistently spawns as an option once without rerolls from rank 4-7 the first time you draft on the west side.

Also don't underestimate the power of green rooms and the Walk in Closet (1 gem -> 4 items) and Attic (3 gems -> 8 items), anything that increases your chance of getting movement items will increase your chance of winning.

There is a lot of luck required for this but ultimately what you need are:
1: Any path into the Antechamber.
2: Any path to the minecart.
3: Any path to the gear room.
4: The movement to do it.

The run I got I happened to get the Foundation at rank 8 followed by a Pump Room a few rooms later so I drained the Fountain, moved the cart, and then did the Gear room side of it to pull the Sanctum lever, and then back up to enter room 46.
Some side notes with lab experiments:
If you get boiler+lab you can immediately log-in to shelter and do radiation test which should unlock doors. (you could also adjust keycard settings instead if you don't have security room)
There is also the 'set steps to 40' effect which can be useful if you somehow have enough gems/keys. It is really nice for curse mode....
Last edited by Doombringer; Apr 19 @ 7:41pm
Originally posted by thegingerperson1234:
As someone who has spent 21 hours on this, had several close attempts, and finally gotten Day 1 there are a few things I would say are worth mentioning and knowing. One of which is to know your safe codes.
The room options that you get by default are always the same regardless of which door you choose, personally I always started with the closet on the right side. The closet can give any consumable but you usually are looking for an item, with the best being rabbits foot, running shoes, or sleeping mask IMO. I managed to do it with a coin pouch that I never used and a key.
Similarly the Outer Room options will also always be the same, if you want to guarantee the tomb you need a way to reroll 2 times to guarantee or 1 if your really lucky. I've only ever managed to get the tomb on a single reroll once.

I've had many runs where I have everything needed except the steps, so a requirement is some combination of items and rooms that give you steps.

Another room of note is the Laboratory, where you can enable experiments to gain consumables. The run I managed to win I got the experiment that can give a random consumable item for placing bedrooms.

Regardless of whether I have the dice for the tomb I always go for the garage which consistently spawns as an option once without rerolls from rank 4-7 the first time you draft on the west side.

Also don't underestimate the power of green rooms and the Walk in Closet (1 gem -> 4 items) and Attic (3 gems -> 8 items), anything that increases your chance of getting movement items will increase your chance of winning.

There is a lot of luck required for this but ultimately what you need are:
1: Any path into the Antechamber.
2: Any path to the minecart.
3: Any path to the gear room.
4: The movement to do it.

The run I got I happened to get the Foundation at rank 8 followed by a Pump Room a few rooms later so I drained the Fountain, moved the cart, and then did the Gear room side of it to pull the Sanctum lever, and then back up to enter room 46.

Wait, how did you open both Basement doors (from foundation and from Fountain)? Isn't the Basement key consumed when opening one of them?
Originally posted by Anarcho-gameist:

Wait, how did you open both Basement doors (from foundation and from Fountain)? Isn't the Basement key consumed when opening one of them?
Nope, it is not.
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