Blue Prince

Blue Prince

View Stats:
This topic has been locked
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.
< >
Showing 46-60 of 183 comments
Paper Boat Jun 13, 2024 @ 11:30pm 
Originally posted by Mav:
Originally posted by Arrow:
is there a way to get outside the east wing? like the garage? i havent seen it yet if you can
Dunno... I've been trying as well. I did find a note in the Hovel (outer room) explaining how to get Cloister grounds access which might be it? But I've not been able to get any Cloister room yet.
The note text: While face to face with the angel, press the base of the two pillars on either side of you. And I think it might be related to a hint given in the Gardener's Logbook in the Apple Orchard shed... which mentions him wanting to replace the angel statue of Orinda, with a statue of Rynna who looks like a farmer with an apron and a garden hoe.

Unfortunately, this is not a way to achieve this. The cloister room hint is for a partition contained inside this room.
billyboizburgerz Jun 14, 2024 @ 12:10am 
I just opened both vault safety deposit boxes: https://imgur.com/a/iiq6PSL I guess swansong was a spy? Haven't ascertained much from they yet, I also don't have the magnifying glass on me.
The Throngler Jun 14, 2024 @ 12:29am 
Some other things that I dont think have been mentioned in this discussion are:
Laundromat: If you give power to the laundromat using the boiler room, you can access a special laundering machine that lets you convert things to steps, stars to something else, and something to ivory die, i forgot to record what the conversions were.

Servants Quarters: In the bin in the servants quarters theres another admin code
which im guessing is used in the fourth permanent unlock room on the full release. Assuming the letter is addressed to Hartley, the code would be RuotH. Theres also 6 bells referencing other rooms and rooms not in the demo so its either thematic for the room or it has a purpose.


Room of Mirrors : Contains 9 switches in a 3x3 pattern that are partitioned by glass walls which can be raised using the switches. The room has 4 entry ways and you must access them all to press all the switches. I havent gotten to the middle switch yet which im guessing gives something however since its pretty luck dependant. Its also a rare room.

Roots Room (The room that gives more digspots): Contains a family tree, which probably has a connection to some puzzle.

Laboratory: Has a box on the couch with a string of numbers on it, might just be theming.

Drafting Room: Lets you pick one of three rooms to be permanent, those rooms probably have some information none of us have gotten. The Dormitory, The Dove House and the Kennels.

Also has anyone opened the Vault lockers using the special vault keys?
Last edited by The Throngler; Jun 14, 2024 @ 12:32am
billyboizburgerz Jun 14, 2024 @ 12:36am 
Originally posted by The Throngler:
Some other things that I dont think have been mentioned in this discussion are:
Laundromat: If you give power to the laundromat using the boiler room, you can access a special laundering machine that lets you convert things to steps, stars to something else, and something to ivory die, i forgot to record what the conversions were.

Servants Quarters: In the bin in the servants quarters theres another admin code
which im guessing is used in the fourth permanent unlock room on the full release. Assuming the letter is addressed to Hartley, the code would be RuotH. Theres also 6 bells referencing other rooms and rooms not in the demo so its either thematic for the room or it has a purpose.


Room of Mirrors : Contains 9 switches in a 3x3 pattern that are partitioned by glass walls which can be raised using the switches. The room has 4 entry ways and you must access them all to press all the switches. I havent gotten to the middle switch yet which im guessing gives something however since its pretty luck dependant. Its also a rare room.

Roots Room (The room that gives more digspots): Contains a family tree, which probably has a connection to some puzzle.

Laboratory: Has a box on the couch with a string of numbers on it, might just be theming.

Drafting Room: Lets you pick one of three rooms to be permanent, those rooms probably have some information none of us have gotten. The Dormitory, The Dove House and the Kennels.

Also has anyone opened the Vault lockers using the special vault keys?


Yeah I just did, https://imgur.com/a/iiq6PSL I guess swansong was a spy? Haven't ascertained much from they yet, I also don't have the magnifying glass on me. I think maybe she was inspired by roald dahl? Government spy turned children's writer lol. [/quote]
Last edited by billyboizburgerz; Jun 14, 2024 @ 12:36am
coolbarryo Jun 14, 2024 @ 12:48am 
Originally posted by billyboizburgerz:
Originally posted by The Throngler:
Some other things that I dont think have been mentioned in this discussion are:
Laundromat: If you give power to the laundromat using the boiler room, you can access a special laundering machine that lets you convert things to steps, stars to something else, and something to ivory die, i forgot to record what the conversions were.

Servants Quarters: In the bin in the servants quarters theres another admin code
which im guessing is used in the fourth permanent unlock room on the full release. Assuming the letter is addressed to Hartley, the code would be RuotH. Theres also 6 bells referencing other rooms and rooms not in the demo so its either thematic for the room or it has a purpose.


Room of Mirrors : Contains 9 switches in a 3x3 pattern that are partitioned by glass walls which can be raised using the switches. The room has 4 entry ways and you must access them all to press all the switches. I havent gotten to the middle switch yet which im guessing gives something however since its pretty luck dependant. Its also a rare room.

Roots Room (The room that gives more digspots): Contains a family tree, which probably has a connection to some puzzle.

Laboratory: Has a box on the couch with a string of numbers on it, might just be theming.

Drafting Room: Lets you pick one of three rooms to be permanent, those rooms probably have some information none of us have gotten. The Dormitory, The Dove House and the Kennels.

Also has anyone opened the Vault lockers using the special vault keys?


Yeah I just did, https://imgur.com/a/iiq6PSL I guess swansong was a spy? Haven't ascertained much from they yet, I also don't have the magnifying glass on me. I think maybe she was inspired by roald dahl? Government spy turned children's writer lol.
[/quote]

super good info! especially with that first bit

ive drafted dove room and kennel. i did not find any information in these rooms. 3 dig spots in dove room, you can also pet the dogs which is super cute.
billyboizburgerz Jun 14, 2024 @ 12:50am 
Yeah getting access to buying dice rolls would be massive, so many rooms I've just never had on my blueprint. Also does anyone else find it strange that the prediction was we would only read 7 of the 8 letters but the letter in the office was number 8?
Mav Jun 14, 2024 @ 12:50am 
Originally posted by The Throngler:
Drafting Room: Lets you pick one of three rooms to be permanent, those rooms probably have some information none of us have gotten. The Dormitory, The Dove House and the Kennels.
I had a slightly different offering of rooms including the Vestibule Room (screenshot)[i.imgur.com], I went with Dovecot but sadly didn't get it in the run.
coolbarryo Jun 14, 2024 @ 12:54am 
Originally posted by billyboizburgerz:
Yeah getting access to buying dice rolls would be massive, so many rooms I've just never had on my blueprint. Also does anyone else find it strange that the prediction was we would only read 7 of the 8 letters but the letter in the office was number 8?

i have a funny feeling we will be missing 1
Paper Boat Jun 14, 2024 @ 12:56am 
to add to the vault discussion, Your imgur post says 143 and 233, are these the key numbers used? I have found a key for deposit box 149 so far.
billyboizburgerz Jun 14, 2024 @ 12:58am 
Originally posted by coolbarryo:
Originally posted by billyboizburgerz:
Yeah getting access to buying dice rolls would be massive, so many rooms I've just never had on my blueprint. Also does anyone else find it strange that the prediction was we would only read 7 of the 8 letters but the letter in the office was number 8?

i have a funny feeling we will be missing 1


I have a feeling that maybe the basement key will get us into the room depicted in the second foretelling, the ruby on the key feels like maybe it's meant to matching the red rubies we get with each letter from the robbery talked about in #3 and in the archives news cuttings. However I'm not sure since so far everything in the demo has been eventually attainable so who knows. [/quote]
billyboizburgerz Jun 14, 2024 @ 1:03am 
Originally posted by Paper Boat:
to add to the vault discussion, Your imgur post says 143 and 233, are these the key numbers used? I have found a key for deposit box 149 so far.


Yes those are the two numbers I got on my run through, although maybe I mistakenly thought it was 143 when it was 149 since those are so close? Unsure. Hopefully someone else gets through to see if I made an error with that number haha
Mav Jun 14, 2024 @ 1:05am 
Originally posted by Paper Boat:
to add to the vault discussion, Your imgur post says 143 and 233, are these the key numbers used? I have found a key for deposit box 149 so far.
My notes also show key for deposit box 149 which I had found in the Greenhouse room.
Last edited by Mav; Jun 14, 2024 @ 1:05am
PersonalC0ffee Jun 14, 2024 @ 3:26am 
I was under the impression the key deposit boxes are random. I've only ever found one per run.
coolbarryo Jun 14, 2024 @ 6:21am 
Big news; Big spoilers relating to Drafting room vault :

Drafting room vault has been opened. You need a magnifying glass. the code is 1108; the date on the drafting letter in the same room. There is a letter (4) and no gem.
Binnie Jun 14, 2024 @ 6:44am 
If it helps you need the pool room to unlock the boiler room. But I am sure you already know that.
< >
Showing 46-60 of 183 comments
Per page: 1530 50

Date Posted: Jun 13, 2024 @ 12:41am
Posts: 183