Blue Prince

Blue Prince

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Has anyone managed a day 1 run ?
Edit: some of the mad lads in this thread have achieved the run now! Big congrats to Lantantan. Here is a collection of strats and tips we found.

Routes:
Get Basement Key first:
- Foundation + Pool into Pump Room (empty the fountain)
- Foundation + Tomb
- Pool into Pump Room + Boiler Room connection (empty the fountain + lower reservoir by 1 and use boat)
- Workshop for Power Hammer + Pool into Pump Room (empty the fountain), break open the outside entrance to the Basement

Using the Foundation implies taking into account that you will need to lower the elevator, meaning the back side of the Foundation must be made available.

Doesn't require Basement Key:
- Tomb + Pool into Pump Room (lower reservoir by 1 and use boat)
- Workshop for Power Hammer + Tomb

Tomb implies you find dice to reroll the outer room since it can't get offered initially, you'll need garage door and breaker box.
You then need to solve the puzzle in the Tomb to be able to access the Basement and pull the mine cart back.
Dice for rerolling into the Tomb will mainly be found in trunks and only marginally appear otherwise.
From experience, it might be MANDATORY to reroll the outer room TWICE to get the Tomb to spawn, so watch out for that.

Aside from that, you will also need to open the Antechamber, which requires:
- Broken Lever + Greenhouse
- Secret Garden
- Great Hall
- With Power Hammer you can also use Weight Room

Great Hall seems to generally be the best best, but it can have a hefty key cost, especially without a lock pick.
Keep in mind the lever will always be behind one of the corner doors of the Great Hall.

Tips:
Step count remains a big constraint and you need to take it into account. Early Nursery is ideal. Bedrooms are needed regularly to keep the number up. Dining Room is also naturally great.

Finding Laboratory can be very useful depending on the experiment you get, mainly to spawn extra trunks for additional resources, but more importantly more dices.

Office, Study, Drawing Room, Boudoir contain easy extra gems from the safes for which you might want to know the combinations.

Security is not necessary but if you find an access key or if you shut off power from the break box you might want to increase the number of security doors.

Car Keys are pointless since the first time you open the trunk it will contain an upgrade disk.

For Power Hammer strats, batteries seem to mainly be found in the Dark Room (which also can spawn the Broken Lever), the Attic or the Workshop itself. If you already have a Pump Room (or are feeling confident you will find one), you can also pick the Toolshed as an outer room since you won't need the Tomb in that case.

Potential Bug Strat:
It appears that the changes in room rarity that you can get from Wrench and Conservatory are shared among your different profiles at the moment. This means you can engineer your map pool into being highly optimized for this challenge from a different save file.

This does definitely feel unintentional though, so make of it what you will. But know that your fresh files would be affected by the changes you got in your other profiles anyway, even without the intention of doing it for this challenge.


This seems to have been fixed, I confirmed some rooms were their baseline rarity in my latest day 1 attempts. But it was a thing for a while for sure.

Original post:
The chances of that happening seem astronomically low.

With my current understanding, your best shot at opening the antechamber would be to find a Secret Garden Key, which you'd most likely find in the Billiard room by getting very lucky.

The other possibility would be to find a broken lever and the Greenhouse. In both cases, you'd need some major luck for it to happen in the first place AND, depending on which of those you can get, you need to draft your house with the potential side switch to even get to the Antechamber.

You then NEED to get the Foundation, which is not a given as far as I can tell. You will have to keep to mind while drafting that you need to access the backside of it to activate the elevator which could be in different directions.

As I write this, I am not even sure that going down to the Basement from the Foundation is enough, is it possible to reach the Inner Sanctum without having pulled back the mine cart from the other side ?

If so, you'd also need to draft the Pool and then the Pump Room to empty the Fountain, go back all the way there and back.

All that with the initial 50 steps.
Sist redigert av The Real Tetro; 16. apr. kl. 5.17
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Weatheray 16. apr. kl. 9.51 
Dark room seems like a high chance of broken lever.
And courtyard seem good for hammer/shovel/metal detector.
I've found that an early metal detector helps a ton with keys.
Doombringer 16. apr. kl. 11.29 
Early metal detector or lucky rabbits foot (or nursery) are good.
They become less useful the long it takes you to find them.
Sist redigert av Doombringer; 16. apr. kl. 11.29
Baby Hercules 16. apr. kl. 12.17 
It's worth noting that car keys/upgrade disks aren't *completely* pointless on day 1. You can draft an upgraded version of a room on the same day that you use the upgrade disk, it just won't retroactively upgrade a room if it's already been placed.

The use cases for this are still quite niche as the sequence you need to both find and use an upgrade disk will typically exhaust a lot of rooms, meaning your odds of upgrading a room and then being able to draft it are rather low.
King 100 Hat 16. apr. kl. 12.27 
It's not guaranteed, but it was highly likely on my first file. On my Day 1 attempts however, it did not happen. I DID get the Battery somewhere else though.
Doombringer 16. apr. kl. 12.46 
Opprinnelig skrevet av Baby Hercules:
It's worth noting that car keys/upgrade disks aren't *completely* pointless on day 1. You can draft an upgraded version of a room on the same day that you use the upgrade disk, it just won't retroactively upgrade a room if it's already been placed.
Actually it can affect some already placed rooms.
It won't add items to them, but if you place a nursery, upgrade it to +8 step per bedroom, then you will get that benefit any time you place a bedroom after the upgrade.
Most upgrades don't work like that though...

Battery is in Dark Room, Workshop, Attic, Locker Room (unless you electromagnet the locksmith shop this is unlikely... it is unlikely even if you do too!), Patio (RARE here), Toolshed, can possibly trade for it in Trading Post.
The more common tools (shovel, sledgehammer, metal detector; also broken lever) you have the more likely it is to get it from workshop (as you remove other possible special items from the roll).
Sist redigert av Doombringer; 16. apr. kl. 13.14
Lantantan 16. apr. kl. 13.13 
Opprinnelig skrevet av Cloudy Rosefield:
There is no skill involved, or even knowledge. Just luck. Rubbish achievement for this reason.

It's really not that luck based. If you can reliably fill the entire house, you will get all the rooms, no luck is involved anymore. But there's lot of subconscious learning involved where you brain needs to get a feel for the deck. Some people don't like that type of learning and that's totally fine, the challenge is just not for you.
HexStarDragon 16. apr. kl. 14.19 
With the info from this thread, I was able to pull this off. So I wanted to post to encourage others and share my Day One map (just looked back, and for some reason it's not showing up, but the Great Hall connects the Boudoir and Foundation).
https://steamcommunity.com/sharedfiles/filedetails/?id=3465128607
Sist redigert av HexStarDragon; 16. apr. kl. 14.27
The Real Tetro 16. apr. kl. 16.16 
Congrats ! Very clean map !
My last few attempts have really not been kind to me. I think my best ones were benefiting from the cross-profile rarity thing and I realize now how much it actually helped 😅
Doombringer 16. apr. kl. 16.44 
just found battery pack in wine cellar... never seen it there before.
Glaeneator2000 16. apr. kl. 16.50 
How did you get that map without connecting south to north? You can not have a foundation already down on day 1 can you?
Jabroni 16. apr. kl. 16.59 
No but I just managed a 1 basement key run the first time I got to the chamber

It's somewhat anticlimactic really. Most of the major puzzles are barely touched it feels like
HexStarDragon 16. apr. kl. 17.10 
Opprinnelig skrevet av Glaeneator2000:
How did you get that map without connecting south to north? You can not have a foundation already down on day 1 can you?
The screenshot glitched, not sure why. There is a Great Hall connecting the Foundation to the Boudoir. Got lucky the Foundation appeared early, and at a place/orientation where I had a good chance place a room behind it to activate the elevator.
PersonalC0ffee 16. apr. kl. 18.44 
Opprinnelig skrevet av Doombringer:
just found battery pack in wine cellar... never seen it there before.

There was a glitch affecting its spawn rate. They fixed it in the latest patch.
Jabroni 16. apr. kl. 18.55 
So I guess this is theoretically possible but as a non-speed runner I feel the starting Simon is too weak but

Pull foundation, powered garage and cryot on day 1? Then get to antichamber and room 46 [\spoiler]
King 100 Hat 16. apr. kl. 20.55 
The big issue with this achievement isn't the difficulty, it's that there's no quick restart.
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