Blue Prince

Blue Prince

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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.
Origineel geplaatst door 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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Origineel geplaatst door Arrow:
Origineel geplaatst door coolbarryo:
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.
oh i missed this the first time around! Which letter has that date? the only interactables i can see are the drafting guidebook which doesnt seem to have a date, the great hall partitioning plan which has tuesday nov, 10th on it and the calendar

I remember it just being on the table, in plain view
Origineel geplaatst door Arrow:
Ok im just gonna list out the safes we know real quick
We know there are at least 8 safes (including the orchard gate) and that they are opened by dates in the MMDD format.

- Study -
---- Where: Unknown, i haven't seen the room yet
---- Code: 0812
---- Method: Unknown (might be formatted backwards?, maybe its not part of the 8 dates? My opinion is we just dont know how to get August 12th yet)
---- Contains: Blueprint for Red Room called Closed Exhibit

- Trophy Room -
---- Code: unknown, i havent even seen the room yet)

- Drafting studio -
---- Where: In one of the Model rooms, Magnifying glass is required to see the keypad
---- Code: 1108
---- Method: Unknown
---- Contains: Letter #4

- Drawing Room -
---- Where: Click on the left arm of the left candle holder above the fireplace to reveal it behind the large picture of a lady
---- Code: 0415
---- Method: unknown
---- Contains: Letter #5 and a gem

- Office -
---- Where: Hidden under a large bust of the count, revealed using a dial in the upper right desk drawer
---- Code: 0303
---- Method: Note in drawer gives the month, count the small statues of the count (guy above safe) to get the day
---- Contains: Letter #8 and a gem

- Apple Orchard Gate -
---- Where: outside of the house behind the camp site
---- Code: 1128
---- Method: code is found on a photo in the Darkroom using the Magnifying glass
---- Contains: +20 steps a day permanent upgrade, access to orchard with 1 gas valve and a book with a guide to the quality of soil in room slots

- Boudouir -
---- Where: not very hidden behind the mannequin and standing mirror
---- Code: 1225
---- Method: the photo in the room takes place on Christmas Day
---- Contains: Letter #2 and a gem

- Shelter -
---- Where: Shelter is an outside room, safe is not hidden.
---- Code: no code
---- Method: Shelter Terminal explains how, Using the clocks inside various rooms of the house as a reference, use the shelter terminal to set the unlock time at least one hour ahead of the current in-game time and wait for it to open, it will close again 4 hours afterward
---- Contains: ? I havent opened it




Unless i missed somethig, thats 8 out of 8 safes accounted for, I will continue to edit this post if people have info, feels like we are so close to something.


very good compilation. Im kinda worried that study doesnt contain a letter [\spoiler]
Origineel geplaatst door Paper Boat:
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

This discovery is insane. no idea what that means yet, though.
Can confirm that I received a letter in the study. IIRC it's number 7. I really need to start screenshotting them or something. Shelter had number 3 as well I think, so trophy room should have either 1 or 6, I'm guessing that it'll be 6. It would be in theme to not know the first letter, kinda like not knowing what room 001 is in the room directory.

Also of note: sending power to the Furnace results in a drawer opening in the furnace with a key in it. Only time I've gotten it to work it had a regular key, but I had already gotten the Secret Garden and Silver key that run.
Origineel geplaatst door Paper Boat:
Can confirm that I received a letter in the study. IIRC it's number 7. I really need to start screenshotting them or something. Shelter had number 3 as well I think, so trophy room should have either 1 or 6, I'm guessing that it'll be 6. It would be in theme to not know the first letter, kinda like not knowing what room 001 is in the room directory.

Also of note: sending power to the Furnace results in a drawer opening in the furnace with a key in it. Only time I've gotten it to work it had a regular key, but I had already gotten the Secret Garden and Silver key that run.

Good info, thanks! btw i have been doing different values for Shrine. 7 gold got me 8 courtyards added to the drafting pool, 9 and 10 gold both got me "blessing of the general" which gives you 5 gems if you get 5 or more red rooms in different ranks (seems really bad)" will update if i find any that stand out as good. update: 14 gold gave me "blessing of the dancer" which allows you to rotate rooms by spending gems[\spoiler]
Laatst bewerkt door coolbarryo; 15 jun 2024 om 10:40
So I managed to get the experiment to spread dirt on the driveway. Unfortunately, it's just adding dig spots around the fountain. 6 triggers resulted in 17 dig spots, all with regular dig spot loot.
Origineel geplaatst door Paper Boat:
So I managed to get the experiment to spread dirt on the driveway. Unfortunately, it's just adding dig spots around the fountain. 6 triggers resulted in 17 dig spots, all with regular dig spot loot.
thx nice to know. just got it my self and nothing happened, i did the immediately choice
Origineel geplaatst door CGA:
two ideas im trying with certain key for the basement key, im wondering if it has to do with the one spot of barren ground (book in the orchard). so trying to have key and have locked door, at rank 2 most left side.
other idea, could it be for one of the doors in the great hall. 7 locked doors, side doors lead out, corner doors had (for me, when normal aligned) right side top and bottem doors. left side had at bottom upgrade disk. didnt get the top. but seen mention of east lever being in great hall. ok so the middle doors are strange, not leading to anything but a "sliver" of a room. could this be where basement can be found


at trading station outside, you can switch secret garden key -> basement key -> hall pass (halls dont take steps when leading from one to another) -> secret ganden and so on

ohh and if i remember right its sledge hammer -> purse -> salt shaker -> 2 gems

I tried the Basement key on all the doors in the great hall, no luck there.
New key found for the Vault. I managed to find a deposit box key number 304. I got it from a walk-in closet on rank 9. Unfortunately, I didn't manage to get a vault. I remember keys 149 and 233 had passports for Mary in them, with one of them being a compromised passport and one having an x on the front.
Origineel geplaatst door Paper Boat:
Origineel geplaatst door CGA:
two ideas im trying with certain key for the basement key, im wondering if it has to do with the one spot of barren ground (book in the orchard). so trying to have key and have locked door, at rank 2 most left side.
other idea, could it be for one of the doors in the great hall. 7 locked doors, side doors lead out, corner doors had (for me, when normal aligned) right side top and bottem doors. left side had at bottom upgrade disk. didnt get the top. but seen mention of east lever being in great hall. ok so the middle doors are strange, not leading to anything but a "sliver" of a room. could this be where basement can be found


at trading station outside, you can switch secret garden key -> basement key -> hall pass (halls dont take steps when leading from one to another) -> secret ganden and so on

ohh and if i remember right its sledge hammer -> purse -> salt shaker -> 2 gems

I tried the Basement key on all the doors in the great hall, no luck there.
ty been having a hard time getting key
Origineel geplaatst door Paper Boat:
New key found for the Vault. I managed to find a deposit box key number 304. I got it from a walk-in closet on rank 9. Unfortunately, I didn't manage to get a vault. I remember keys 149 and 233 had passports for Mary in them, with one of them being a compromised passport and one having an x on the front.

I'm pretty sure they all have different passports used by Mary. I have unlocked three boxes so far and all had different passports. Didn't think to mark which keys they were so there's probably overlap with yours.
Origineel geplaatst door CGA:
Drawing room method: look at the painting on the easel

Method is how to open the safe, like how to get the code, solve a puzzle etc
Laatst bewerkt door Arrow; 15 jun 2024 om 15:17
Noticed that the Ice effect in the freezer becomes easier to see through in the pause menu, spotted some text in the chest and got excited only to find the envelope inside says Thaw only in the event of my death
Laatst bewerkt door Arrow; 15 jun 2024 om 16:29
Origineel geplaatst door Paper Boat:
So I managed to get the experiment to spread dirt on the driveway. Unfortunately, it's just adding dig spots around the fountain. 6 triggers resulted in 17 dig spots, all with regular dig spot loot.


It also gives you the Graves in the title of the building after you complete the day. Very important!
Hey, I found two new rooms, but I'm having trouble drafting them... (locked for the demo maybe ???)

Name : Conservatory [Green Room]
Puzzle : Music Sheets
Solution : Find Among The White Trees & Stones
Location : Behind the camp site

Name : Tunnel [Orange Room]
Puzzle : Dark underground tunnel with torches
Solution : Need the lighter(Metal Detector + Magnifying Glass)
Location : Down the staircase in front of the mansion
Laatst bewerkt door Heaphaistos; 15 jun 2024 om 18:30
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