Blue Prince

Blue Prince

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Paper Boat 13. juni 2024 kl. 0.41
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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.
Opprinnelig skrevet av 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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Paper Boat 14. juni 2024 kl. 16.50 
I have another theory that I'm going to try to make happen. There is only one room I have seen that has a power vent from the boiler room that goes down into the ground, which is the garage. I'm going to try to power the garage to see if it will allow access to the basement.
CGA 14. juni 2024 kl. 17.58 
not sure what it dos you can flick a single coin in the wishing well, in the courtyard, every day.

also had a option in lab experiment, to pour dirt on driveway. but was runing out of steps, so never found out what it would do. tried for a key, in hope of food :D
Sist redigert av CGA; 14. juni 2024 kl. 18.12
MANEATER 14. juni 2024 kl. 18.31 
I just beat it on the 3rd day. I went to the Locksmith Shop Room and it allowed me to purchase a special key, which was the Key to the Secret Garden. Whenever I entered a new door and had a prompt to use the Secret Garden Key, I tried it. Finally I reached a grid where it worked. There was a puzzle in this room. I ended up rotating the wheels until the weathervanes all pointed toward the crescent moon enclave. This revealed a lever which was pulled down to open the West side of the Antechamber. I was very fortunate and all my other pathways led me to the Antechamber without a dead end.

Apologies if this is redundant and re-stating what someone else in the thread already said. I just was excited to beat it and share my knowledge.
CGA 14. juni 2024 kl. 18.56 
Opprinnelig skrevet av MANEATER:
I just beat it on the 3rd day. I went to the Locksmith Shop Room and it allowed me to purchase a special key, which was the Key to the Secret Garden. Whenever I entered a new door and had a prompt to use the Secret Garden Key, I tried it. Finally I reached a grid where it worked. There was a puzzle in this room. I ended up rotating the wheels until the weathervanes all pointed toward the crescent moon enclave. This revealed a lever which was pulled down to open the West side of the Antechamber. I was very fortunate and all my other pathways led me to the Antechamber without a dead end.

Apologies if this is redundant and re-stating what someone else in the thread already said. I just was excited to beat it and share my knowledge.

gratzz :steamhappy:
coolbarryo 14. juni 2024 kl. 18.58 
Opprinnelig skrevet av Paper Boat:
I have another theory that I'm going to try to make happen. There is only one room I have seen that has a power vent from the boiler room that goes down into the ground, which is the garage. I'm going to try to power the garage to see if it will allow access to the basement.

keep me posted! I am sincerely struggling to get the boiler room to spawn at all at this point. I might be at over 100 resets today
Salt Shaker 14. juni 2024 kl. 19.12 
For the boiler room stuff, you don't have to connect it directly either. The security room, darkroom, archives, and passageway all have vents that lead into and out of all their entrances. I think it may be easier to use the shelter for boiler room stuff since it removes the debuffs from the darkroom and archives.

Speaking of the shelter, haven't seen anyone mention the radiation mechanic. The shelter computer has a radiation detector that says it opens all normal doors if the radiation reading is above 12-13 mSv. Doing lab experiments increases it but not a lot, I think you'd have to trigger an experiment at least 3-4 times. Also, once you've drafted the shelter, the red rooms show up as "Sheltered" when you're inside them. I haven't noticed any negative effects from radiation but maybe there is something?
Paper Boat 14. juni 2024 kl. 19.12 
Major spoiler! and also a bug? Cracked the safe in the study. I went back and tried all of the dates in my notes, and then tried in reverse just in case. 0812 is the code, but the date is December 8th. I can't quite remember why I wrote this date down, maybe b/c it was the last day of the month challenge specified in the will? I'm unsure, didn't keep good enough notes. It contains a blueprint for a red room called Closed Exhibit.
Sist redigert av Paper Boat; 14. juni 2024 kl. 19.13
Salt Shaker 14. juni 2024 kl. 19.45 
Opprinnelig skrevet av Binnie:
If it helps you need the pool room to unlock the boiler room. But I am sure you already know that.

This is not true, it adds the pump room, sauna, and locker room. It's probably better not to grab that one if you're boiler hunting, since it'll bloat the room pool.
coolbarryo 14. juni 2024 kl. 20.07 
Opprinnelig skrevet av Salt Shaker:
Opprinnelig skrevet av Binnie:
If it helps you need the pool room to unlock the boiler room. But I am sure you already know that.

This is not true, it adds the pump room, sauna, and locker room. It's probably better not to grab that one if you're boiler hunting, since it'll bloat the room pool.


WAIT you're right!!! ive never seen the pump room though?
coolbarryo 14. juni 2024 kl. 20.13 
you can use the berries in the outside room and spawn a random rare out there [\spoiler] not sure if thats useful though
coolbarryo 14. juni 2024 kl. 20.42 
found completely on accident there is a level to the antechamber in the great hall [\spoiler]
G-Random 14. juni 2024 kl. 21.06 
Opprinnelig skrevet av CGA:
Opprinnelig skrevet av G-Random:
I unlocked the fourth permanent addition called blackbridge grotto . It helps access an offline terminal everyday. However, I can't find where to lit the 4th blue flame there. There's only one chip and two empty chip slots, and a terminal that cannot be use in this demo.
how did you do it?
just let the boiler room power the laboratory, then solve the period chart puzzle
G-Random 14. juni 2024 kl. 21.13 
Opprinnelig skrevet av Paper Boat:
Opprinnelig skrevet av G-Random:
I unlocked the fourth permanent addition called blackbridge grotto . It helps access an offline terminal everyday. However, I can't find where to lit the 4th blue flame there. There's only one chip and two empty chip slots, and a terminal that cannot be use in this demo.

I found a promising lead in the Freezer room, which had 2 spare servers and a note about using them to repair offline servers in the grotto on the east side of the mansion. You need to also have a furnace room to access it to thaw the room. It also included an admin key RevaD, and another admin key can be found in the Servant's Quarters, RuotH most likely. I haven't found any concrete indication that Mr. Ruota's first name is in fact Hartley, but it seems most likely. Mr. Ruota might also be the new valet instead of Hartley, whose name might be on the note in the garage?

When you open the terminal in the blackbridge grotto , it just show a sentence "this terminal is unavailable in the demo". I guess there's no way now to open this terminal.
Paper Boat 14. juni 2024 kl. 21.37 
While trying to power the garage with the boiler room, I somehow managed to draft the garage into the outdoor shed, and opened the garage door to find the shrine had a note on the bowl, reading
Steady is the scepter
Deadly is the stone
Heavy is the crown
Ready is the throne
coolbarryo 14. juni 2024 kl. 21.37 
Opprinnelig skrevet av Paper Boat:
I have another theory that I'm going to try to make happen. There is only one room I have seen that has a power vent from the boiler room that goes down into the ground, which is the garage. I'm going to try to power the garage to see if it will allow access to the basement.

huge bummer but dont waste your time. it just opens the garage door [\spoiler]
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