Blue Prince

Blue Prince

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Paper Boat Jun 13, 2024 @ 12:41am
2
I reached the Antechamber on Day 3, my discoveries and feedback. Spoilers included.
So after 3 days in the game, I managed to get to the ending of the demo. I found this game extremely fun, and I had an absolute blast playing it so far. I disliked that it ended my run a day early by reaching the antechamber, as I had managed to get 3 permanent unlocks as well as 2 room upgrades that would have been fun to use on the last day. Overall, it was an absolute joy to play through and discover new things which had me so excited to go back and explore rooms I had already been in further. I highly recommend a blind play-through if you haven't explored yet.

Some discoveries I've made so far in this game:
There are 3 permanent unlocks I've achieved out of what looks like 4 on the inventory screen, and I have a theory on the 4th.
1. The western garden gate on the outside of the mansion can be opened by turning the garage power on using the breaker box and going outside through the garage. This unlocks the outside room which can give a buff depending on the room drafted.
2. The gem mine will allow you to start the day with +2 gems. This can be unlocked by solving the VAC puzzle on the breaker box, done by first setting all of the lights to purple, then setting the lights to {off} {blue} {green} {white} {red} {purple} These codes may be found in the email on the office computer.
3. The apple orchard will allow you to start the day with +20 steps. This is unlocked by entering in the code 1128 in the padlock of the gate by the camp site. The code was discovered by restoring power to the dark room after entering it and using a magnifying glass on one of the pictures.
4. I suspect that the 4th permanent unlock is related to the gymnasium, as all 3 of the other unlocks required the breaker box to achieve.

There are 3 levers which are required to open the entrances into the Antechamber, 2 of which are fairly easily accessible.
1. A lever exists in a room opened by the Silver Key, behind a locked door. This opens the east door of the Antechamber.
2. A lever exists in a room opened by the Secret Garden Key, after a simple wind vane puzzle. This opens the west door of the Antechamber.
3. A broken lever mount exists in the greenhouse room, which is supposed to open the south door of the Antechamber. I have not been able to open this door yet, however I have obtained a broken lever item from the workshop. To note, the workshop will allow the Sledgehammer or the Shovel to be combined with the broken lever, however it also wants a 3rd input I have not determined yet.

Rooms:
Security room: The terminal's password is swansong (most likely a reference to H.S. Sinclair's niece Mary Matthew Jones (Marion Marigold), who wrote under an avian pseudonym, and stopped writing after a terrorist attack that she was somehow involved in). Blue memos are true, red memos are false.
Chapel: While it takes 1 coin every time you enter this room, money can be re-obtained once by lighting the candles using the combined items of magnifying glass and metal detector. The stained glass windows also are numbered with different gods/goddesses(?) which all have different themes. The gardener's journal refers to the goddess in window 1.
Office: I have not yet discovered the code to the safe, however there is a red memo that can be found in the conference room stating the password is 9083. Accessing the email allows for the solution to the VAC puzzle on the breaker box.
Music room: Contains sheet music 1-4, which contain the bold words {first} {word} {on} {the}. Combined with the 8th page found in the workshop, {message}, I suppose that it reads "First word on the pages is the message." This results in " Find among the white _ _ _ stones. This might be related to the flowers alluded to in the gardener's journal in the apple orchard. Alternately, this might refer to the dig spot between stones near the campsite near some white trees, which unlocks the conservatory room blueprint.
Laboratory: Reading the periodic table with the numbered chart results in " Push three up after nine." Most likely to do with the lever puzzle, but unconfirmed as I have not seen the Boiler room yet. There is an experiment chart on freezing water that refers to the Freezer, which I have not been inside yet, but saw in the draft list (on rank 8 or 9? Cannot remember which.)
Workshop: Combining different items results in new items. Magnifying glass and metal detector allows you to light candles and ignite fuses. Candles can be lit in the Chapel, I have not found any fuses yet, it does not refer to the missing breaker for the cabinet on the breaker box. It might be for something crafted in the laboratory. Additionally, the sheet music refers to hand carved stone, which I was able to observe on day 2 as the letter E, and day 3 as the letter L.
Originally posted by Dogubomb:
We want to advise the good detectives in this thread to proceed with caution, as you are certainly uncovering things well beyond the intended scope of the demo, which may impact your enjoyment of the full experience and intended pace (and method) of discovery.
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Showing 1-15 of 183 comments
PersonalC0ffee Jun 13, 2024 @ 5:05am 
All I had to do was take the broken lever to the lever in the Greenhouse and put it on and then pull the lever. It opens the south AC door. It should be noted that I had the SLEDGEHAMMER in my Inventory when I did this but I don't know if that is a specific requirement.
Last edited by PersonalC0ffee; Jun 13, 2024 @ 5:08am
Amax Jun 13, 2024 @ 7:06am 
With regards to the gymnasium

I believe you skip the extra -2 steps if you disable the power before entering

If you have both Security and the Breaker Box (or Keycard)

Mostly theory since you can't easily verify it, but the game says you get more locked rooms (both key and keycard doors I think) the higher rank you go. So if you get to security and max out the security level for more keycard doors, then I theorize there might be less doors that takes normal keys.

Set the keycard locks to unlock when without power on the security computer and then disable their power in the breaker box. Or leave them powered if you have the keycard.
Last edited by Amax; Jun 13, 2024 @ 7:08am
Fito Jun 13, 2024 @ 9:31am 
The 4th permanent unlocks is:
Allowance.
You start the day with 2+ coins which are in an envelope on the table in the entrance room. The room you find this unlock is the cloister. By pressing the bottom of the two pillars while facing the angle the stone fence will lower and you will be able to find a sort of badge on the back side of the statue.
This info can be found on a note in one of the exterior room (can't remember which one). The note is addressed to the gardener that keeps forgetting how to get inside the cloister.
Last edited by Fito; Jun 13, 2024 @ 9:32am
Timbo Jones Jun 13, 2024 @ 1:24pm 
Originally posted by Fito:
The 4th permanent unlocks is:

That does not appear in the fourth slot in the "Inventory" though. It's next to it where the stars are
Timbo Jones Jun 13, 2024 @ 1:33pm 
Laboratory I've seen the Freezer pop up on Rank 9 once. I was torn between choosing it and another room because I was doing another big Puzzle at the time. I totally forgot about the Note in the Lab, if I would've recalled it I would've picked it instantly! Dang it!

Workshop A fuse can be found in one of the Rooms in the Outer Room. It is The tradepost. There you'll find a bundle of TNT that you can blow up to find 40 coins, an upgrade disk and a letter containing Informations about a Moonshine brewing business going on

Regard that Item, there's another usage if you go outside and down the staris into the tunnel, you can turn on the lights this grants you the tunnel blueprint which will always draft another tunnel. I've used it like three times but it does stop at other rooms and the end of the mansion. Only tuneld north so far and not into the antechamber. The description makes it sounds like you can tunnel further and furhter, but it's just straight till you hit a dead end. I thought it unlucked another tunnel outside or anything. Giving the fourth permanent. Didn't seem to be the case
Arrow Jun 13, 2024 @ 2:06pm 
I've also encountered a Lever on the backside of the secret garden, by doing that puzzle and then exiting via the garage door, it opened the east antechamber door in my run iirc. There was also an allowance upgrade in the trading post inside of a wooden puzzle box (you have to get 4 yellow blocks into the corner slots and press the corner buttons to unlock it)

can confirm that the gymnasium switch on the breaker box disables the negative effect of the gym

Regarding the workshop stone letters I have seen H, G and 0, not sure if that means much but yeah.

Additionally I didnt see this mentioned but in the orchard, if you turn off the gas line one of the torches lights up on the viewing platform by the tunnel, im assuming there are ways to light them all

edit just found the 2nd gas line in the gemstone mine
Last edited by Arrow; Jun 13, 2024 @ 2:59pm
Timbo Jones Jun 13, 2024 @ 3:06pm 
Workshop I've saw a T once as well

Regarding the last Orchard postA third valve is in an outer room specifically the hovel

My guess about that is There's one valve for each permanent, since there are four flames.
Arrow Jun 13, 2024 @ 3:25pm 
that would make sense, another workshop letter E nvm forgot this was already mentioned
Last edited by Arrow; Jun 13, 2024 @ 3:33pm
CosmicRationale Jun 13, 2024 @ 3:42pm 
The last permanent is related to the laboratory and boiler room puzzle after switching all the levers down, follow the instructions given with the periodic table puzzle and that should unlock it!
coolbarryo Jun 13, 2024 @ 5:15pm 
major spoilers below related to workshop

workshop letters are a red herring kinda
most rooms have two paintings that are one letter apart (workshop letter is the letter in its room)
put them on a matrix and they reveal a message
If we count small gates eight dates crack eight safes
please lmk if u find meaning in the above. ive only cracked one safe so far, the bourois one christmas day is the code (from the pic) 1225
Last edited by coolbarryo; Jun 13, 2024 @ 5:23pm
Arrow Jun 13, 2024 @ 5:29pm 
ok so clearly thats counting the orchard gate as a "safe", which also uses a date to open, id assume this also means the office safe is opened by a date, thats 3, i cant think of any others atm
Timbo Jones Jun 13, 2024 @ 6:13pm 
Very cool of you barryo, that makes so much sense! Curious that I didn't notice that sooner, I have it open a second monitor and cross reference the enter time! Do you understand why it's T in Gates and Dates? Because I came to a similiar conclussion but can't for the life of me figure out the painting words.

I think Arrow is onto something there
Story / Lore Spoilers
The second time you throw a coin to your Pazaro in the Rumpus Room, he tells you about 8 red letters and even mentions the paintings. The Christmas Letter is number 2 of them. I've managed to open another safe that's letter 3. The red letters seem to tell the backstory and are the McGuffin to look for. Especially considering what letter 3 tells you. The orchard doesn't get you a red letter. But! Pazaro mentions you'll only read 7 letters. Although it makes me wonder how that makes sense in the story.

Spoilers for the second safe in the following spoiler block


Puzzle Spoilers
The outer room Shelter has a time gated safe. You've probably seen the computer in the network at least. You can set a date and time when the safe can open. But what date is it? In a room I've only ever seen ONCE at all, the BluePrint room (forgot the name, it appeared after I drafted the Studio) there's a calendar on the wall and Day 1 is marked. It's November 7th (iirc). So you need to calculate the current day and look at one of the clocks to figure out which time it is. Set the safe one hour ahead and literally wait. Fortunately the ingame time is much faster, so it's like 5 minutes instead of an hour.
Last edited by Timbo Jones; Jun 13, 2024 @ 6:13pm
coolbarryo Jun 13, 2024 @ 6:32pm 
Originally posted by Timbo Jones:
Very cool of you barryo, that makes so much sense! Curious that I didn't notice that sooner, I have it open a second monitor and cross reference the enter time! Do you understand why it's T in Gates and Dates? Because I came to a similiar conclussion but can't for the life of me figure out the painting words.

I think Arrow is onto something there
Story / Lore Spoilers
The second time you throw a coin to your Pazaro in the Rumpus Room, he tells you about 8 red letters and even mentions the paintings. The Christmas Letter is number 2 of them. I've managed to open another safe that's letter 3. The red letters seem to tell the backstory and are the McGuffin to look for. Especially considering what letter 3 tells you. The orchard doesn't get you a red letter. But! Pazaro mentions you'll only read 7 letters. Although it makes me wonder how that makes sense in the story.

Spoilers for the second safe in the following spoiler block


Puzzle Spoilers
The outer room Shelter has a time gated safe. You've probably seen the computer in the network at least. You can set a date and time when the safe can open. But what date is it? In a room I've only ever seen ONCE at all, the BluePrint room (forgot the name, it appeared after I drafted the Studio) there's a calendar on the wall and Day 1 is marked. It's November 7th (iirc). So you need to calculate the current day and look at one of the clocks to figure out which time it is. Set the safe one hour ahead and literally wait. Fortunately the ingame time is much faster, so it's like 5 minutes instead of an hour.



so in regards to why its T, all the painting pairs are different, so you'll have to let me know which one you got.

i've gotten into the safe, giving me my second letter now. additionally, there is a letter that tells you how to get into the cloister green room to get a second allowance token you need to stand facing the statue and click on the base on the pillars to the left and right of you

another one drawing room spoilers:

you can click the left of the candlabra on the fireplace (as displayed in the painting in the room) and it will grant access to another safe. (lmk if u think of a code for it. maybe to do with the paintings in the room?

i think the remaining safes are all hidden. maybe the gate is one? maybe it isnt?
Arrow Jun 13, 2024 @ 6:37pm 
id forgotten about the shelter safe! thanks for the tip on the drawing room, with that we are up to 5 now which feels pretty doable from there onward

I also came up with the date Nov 7th by looking at the staff messages on the network and just assuming the date it was posted was correct, didnt think about offsetting by which day the game was on

I'm currently working on getting all 4 fires lit in one run, but ive only been able to manage 3 so far, havent seen the boiler room once! :c
Last edited by Arrow; Jun 13, 2024 @ 6:40pm
coolbarryo Jun 13, 2024 @ 6:48pm 
Originally posted by Arrow:
id forgotten about the shelter safe! thanks for the tip on the drawing room, with that we are up to 5 now which feels pretty doable from there onward

I also came up with the date Nov 7th by looking at the staff messages on the network and just assuming the date it was posted was correct, didnt think about offsetting by which day the game was on

I'm currently working on getting all 4 fires lit in one run, but ive only been able to manage 3 so far, havent seen the boiler room once! :c

all 4 fires lit in one run, but ive only been able to manage 3 so far, havent seen the boiler room once! :c [/quote]

offer exactly 4 coins to the shrine and you will get a buff that lets you get 3 random rare rooms per day. The boiler room will often show up with this buff
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Date Posted: Jun 13, 2024 @ 12:41am
Posts: 183