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.
Naposledy upravil The Real Tetro; 16. dub. v 5.17
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Btw, there is another place to get that stamp if you beat the game before magnifying glassing it...
sanctum key rooms

Iavra původně napsal:
...I guess after step 3 you could also luck into the Throne Room, which gives you another out in case you don't get the experiment.
EDIT: was wrong, can place the same day you unlock a room
(Also even if it did work: where would you get the gems and steps for that on day 1?)
Naposledy upravil Doombringer; 20. dub. v 10.13
HexStarDragon původně napsal:
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

grats on having an achievement that still shows 0.0% on steam

the missing one would have to be great hall as that's the east ante door.

nice lavatory
The Real Tetro původně napsal:
From experience, it might be MANDATORY to reroll the outer room TWICE to get the Tomb to spawn, so watch out for that.

You can get it with one reroll, although my successful 1st day run did require two.

The biggest thing that helped me was first room bedroom and then waiting until 8-9th rooms for nook and den. You'll always get a chest when drafting the bedroom first on the first day, and have a high chance for chests drafting the nook and den late. I don't know if that's intentional or some quirk in the RNG, though.

https://steamcommunity.com/sharedfiles/filedetails/?id=3467480807
Naposledy upravil Vardis; 20. dub. v 9.46
Vardis původně napsal:
The Real Tetro původně napsal:
From experience, it might be MANDATORY to reroll the outer room TWICE to get the Tomb to spawn, so watch out for that.

You can get it with one reroll, although my successful 1st day run did require two.

The biggest thing that helped me was first room bedroom and then waiting until 8-9th rooms for nook and den. You'll always get a chest when drafting the bedroom first on the first day, and have a high chance for chests drafting the nook and den late. I don't know if that's intentional or some quirk in the RNG, though.

https://steamcommunity.com/sharedfiles/filedetails/?id=3467480807

Oh thats huge tech, I've been going hallway/closet every time trying to save bedroom for a potential post nursery draft. But every run I've been close has been trunk-rng dependent, since thats the best way to get dice for the tomb and tomb feels like the easiest way to move the cart for sure. Garage feeding you keys, and utility turning of security doors prevents you from getting blocked vs Pump and pool which provide no value other than access and are huge RNG fests as it.

Thanks for the tip
I'm not as sure about getting chests for the nook and den I was was previously. Might have just been lucky with a small sample size. But the bedroom first always works, at least.
I just reached room 46 in one day! Thanks to the tips in this thread, they also helped!

Believe me or not, I reached the basement from outside, with a Power Hammer, I had 11 steps and the running shoes, needed to hit like 15 refunds to get to room 46 and did *exactly that*.

I was in the Antechamber (which luckily I didn't enter as I didn't need the Basement key) with exactly 1 step. Thankfully, you don't need an extra one to interact with door 46 and finish the game.

Momentous run
I wish there was a formulaic way to get the Day 1/1 Hour trophy. I've spent about 6 hours over the past few days grinding run after run, and every time there's *something* wrong. Either I can't draft foundation, or I can't get the dice to reroll for tomb, garage refuses to draft, there just aren't enough keys, etc, etc. It's rather frustrating, especially because it totally takes away from the puzzle-solving and exploration fun of the base game. :( 'Lovin Blue Prince but can't seem to handle this one.
Burnin Down The Mouse původně napsal:
I wish there was a formulaic way to get the Day 1/1 Hour trophy. I've spent about 6 hours over the past few days grinding run after run, and every time there's *something* wrong. Either I can't draft foundation, or I can't get the dice to reroll for tomb, garage refuses to draft, there just aren't enough keys, etc, etc. It's rather frustrating, especially because it totally takes away from the puzzle-solving and exploration fun of the base game. :( 'Lovin Blue Prince but can't seem to handle this one.
I feel you, I've gotten so close so many times, but every time there's just one last piece of the puzzle missing. Step count, one more dice, ...

To be honest what surprises me the most in my attempts is the sheer rarity of the Pool, seeing it more consistently would increase the options dramatically.

But ultimately it's very frustrating, and I can only handle a few tries at a time before I need to go do something else.
It took me 40 hours before I got it, it's just that random. If you don't mind grinding, keep at it, do your best to optimize what you can control, but it's never guaranteed.

Thankfully, you can do all of that while watching some videos, makes it easier.
There are ways to make things more consistent.

- Take advantage of safes
- Use Silver Key on edges to increase probability of getting Pool
- Use Drawing room on the West side to increase probability of getting Garage
- Always draw Breaker Box, you'll need it for Garage
- Dump as many dead ends as possible on the first ranks
- Use the first ranks for resources as they never need keys
- If you draw a Bedroom on the left or right of the entrance, you'll get a trunk
- Fish will always be the 1st day Dinner, so drawing an Aquarium room might help
- Learn where you can find lever and batteries, in the event of drawing a Workroom to assemble a Power Hammer
- Use Laboratory for getting dice, often they're found in trunks. You might even get 1 star with experiment and draft an Observatory for 2 trunks, given enough steps
- For steps, early Nursery is a good one as it gives you a gem back (usually), otherwise digging turnips also works
- Draw a closet early, as a first room on the left. Often times it gives a single die, best item is a Lucky Rabbit's Foot
- Try to get as many gems as you can (Wine Cellar? Yes please)
- Take risks sooner so you can restart your runs early

And so on. Also check out the YouTube videos, they have links with blueprints on how to win the challenge in the description (pun intended)
Naposledy upravil Nabeula; 28. dub. v 4.42
Burnin Down The Mouse původně napsal:
I wish there was a formulaic way to get the Day 1/1 Hour trophy.
That's just the nature of Rogue-likes in general. It's high variance between runs, with a lot of tactical adaptation, and there is no guarantee of a possible victory. People have demonstrated, for example, that there are starting seeds in Slay the Spire that are literally unbeatable.

It's not for everyone, but this genre of games is intentionally non-formulaic.
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