Blue Prince
39 valoraciones
"Just give me the answers" FULL SPOILERS
Por Mr. Dune Imperium
At least finish the game once before reading this, it's a really good game. But for this endgame stuff, I don't blame you if you don't have the patience or maniacal drive to figure this stuff out.
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Antechamber Levers
Updated 23 April 2025

N - Underground - have to solve Pump Room puzzle in order to solve Gear puzzle in order to reveal room 46. Upon entering the Antechamber, this is the normal ending. There is a backup lever in the Throne Room.
E - Great Hall - hidden in one of the 6 Locked Doors (the one directly across from the entrance to the Great Hall is always a locked regular room, there is a diorama in the Drafting Room but it's for a specific date rather than a general case). There is a backup lever in the Secret Garden, once you break the brick wall with a Power Hammer and turn all the weather vanes East. I've heard that if you draft the Secret Garden on the west side of the house, then escape through the Garage (must be drafted on West side of house), power it with the Breaker Box, and walk through the door, then the E lever is visible on the outside of the Secret Garden.
S - Greenhouse - requires Broken lever. I have found the broken lever buried underground, in the Secret Garden, and on a barrel in the Aquarium three times. I believe you can also trade for it at the Trading Post. I'm sure there are other possibilities. There is a backup lever behind a breakable wall in the Weight Room.
W - Secret Garden - requires special key and then using the key on a normal door that's locked, in a valid location on the left or right edges of the house. I've heard there is a backup lever in the Mechanarium but I can't confirm.
Safes and Combinations
Orchard padlock - 1128

Office - 0303 - The switch in the desk drawer reveals the safe. Only combination to require leading zeroes.

Budoir - 1225 or 2512

Study - 812 or 1208

Drawing Room - 415 or 1504 Pull left candlestick.

Drafting Room paper safe - 811 or 1108 Requires magnifying glass, contains no gem

Red Door / Gear Puzzle padlock - May8 Must first power the red box in the Boiler Room, then continue underground across the gear puzzle. In the tunnel, there's a missable hallway leading to the red door.

Shelter time safe - You learn the date by checking out a book in the Library. The time is visible all around the house, but best viewed on the clocktower outside or in the Entrance Hall. Note there is a known bug that involves setting the system time zone. This will likely be fixed. Please see the comments if you're having trouble.



Breaker Box
Set every button to green by pressing each button once.
Click either button 1 or 6 to turn it blue.
Select the green button adjacent to the blue button to turn it red.
Click on the blue button to turn the red button purple.
Click on the purple button to turn it blue.
Repeat steps 3-5 until five out of six buttons are blue.
Click on the isolated blue button to move it over one spot.
Click on the gray button twice to make it red.
Click on the blue button beside the red button to create a purple button.
Repeat steps 8 and 9 until five out of the six buttons are purple.
Click on the gray button three times to turn it purple.
Click on button 4 once to turn it white.
Click on button 5 to turn it blue.
Click on button 6 to turn until it turns red.
Click on button 5 to make button 6 purple.
Click on button 5 until it turns red.
Click on button 3 twice — turning button 3 gray and button 2 blue.
Click on button 3 once to make it green.
Click on button 1 until it turns gray.

Pump Room
Pool - If you drain the Pool, it contains coins.
Aquarium - reveals hints on the telling you where a file cabinet key is buried (in front of the grill on the Patio) and where to use it, in the Archives file cabinet, bottom drawer. There is an additional file cabinet in the underground near the gear puzzle but it didn't work when I tried it.
Kitchen - Allows you to refill the watering can at the sink
Greenhouse - Water to the greenhouse in combination with a good Greenhouse location is what allows gem flowers to grow
Fountain - when fully drained, provides alternate access to the Underground and a solution to the Gear puzzle

Blue Flames
Hint: all four involve the grounds outside of the house or Outer Rooms across West Gate bridge.
- Orchard Hint: Darkroom needs its power restored once it flickers off. Photographs may hide details that are revealed under a Magnifying Glass. Code is 1128
- Schoolhouse
- Hovel
- Gemstone Cavern (breaker box LED puzzle. Hint: there is a letter in the Mail Room by an electrician)
Once all four are lit, an elevator appears which takes you to the Precipice where you learn about Sigils, the Chess Puzzle, lore, and shortcuts which need to be opened.

Underground Entrances
Entrances to Underground
- Foundation Elevator to Basement side
- Cliffside Entrance to Basement side (requires Power Hammer to unlock, craft Sledge+Battery+Broken Lever in workshop)
- Fountain to Minecart side (requires fully draining the Fountain, doable without boiler power, just storing the water in main tanks 1 and 2)
- Blue Flame elevator to Precipice metal door to candle circle to Minecart side (needs Blue Flames lit, and Burning Glass/Torch for candle circle)
- Tomb to Catacombs to Minecart side
Breakable Walls
Need Power Hammer
- Cliffside exit + Basement opens a shortcut
- Secret Garden shows a sigil
- Greenhouse opens a second exit
- Weight Room reveals backup Antechamber lever for S door
- Chess Puzzle in Precipice reveals a new puzzle
Candles lightable with Burning Glass / Torch
Burning Glass is crafted in the Workshop with Magnifying Glass + Metal Detector
Torch is buyable in the Armory, which is only draftable after solving the Chess Puzzle and choosing the Knight perk
- Tunnel by Blue Flame has two torches. Lighting them reavals a blueprint.
- Fountain, once drained, leads to a candle circle. Once lit, a shortcut between Precipice and Underground opens.
- Trading Post dynamite can be ignited
- Chapel candles spawns one-time use Piggy Bank
- Freezer thaws frozen blocks for keys, gems, and big hints. It does NOT allow you to collect gems+coins on this run. You need to draft a Furnace or Sauna directly adjacent to the Freezer for that effect. They also thaw the interior.
Workshop Contraption Craft List
TBD
Tomb
Chapel Sequence - opens door to Catacombs to Underground
1 - Hoe / plough
2 - Bread/pizza flipper + chef's hat
3 - Pitchfork
4 - Chimney sweep / feather duster
5 - Broom
6 - Riding crop for horses + small hat
7 - scepter
then click on reaper scythe

Sanctum Sequence - reveals two rare books - fully reset all statues and reaper
1 - scepter
2 - Riding crop for horses + small hat
3 - Hoe / plough
4 - Bread / pizza flipper + chef's hat
5 - Pitchfork
6 - Chimney sweep / feather duster
7 - Broom

Secret Garden
Must be drafted on column 1 or 5 of the house aka the left or right edges. Can only be drafted with a Secret Garden key in a normal locked door into a valid position, otherwise the key won't fit and is returned to you.
- Weathervanes W - Antechamber Lever W
- Weathervanes N + S - Sigil for Sanctum Door 1
- Weathervanes E - Antechamber Lever E (requires power hammer)

Bookshop
- sells A New Clue. Page 5 with rook tower in small faint numbers says "all checked corner case rooms had a low case clue found in the rooms". Refers to the tutorial cards which each have an italicized word on them.
- sells the full version of the guide to Sigils you found in the Precipice, but not destroyed like that one.
Music Sheets
Music Sheets

Number
1
2
3
4
5
6
7
8
Bolded Words
First
word
on
the
sheets
are
true
message
First words
find
among
the
white
trees
under
two
stones
Buried Floorplan
Underground, past boxes, near file cabinets. Map in gear puzzle shows location but requires magnifying glass. Provided a rare blueprint. Finicky to actually click on in the Underground pixel hunting for the spot.
Gear Wrench
Gear Wrench - allows you to change the rarity of Gear rooms (Pump Room, Boiler Room, Laboratory) if you draft them while you have the wrench. Seems useful for late game and for using the Boiler to supply power, which seems to require direct adjacency.

Trading Post
Trading post - There is a puzzle box. You can click one of the four corners when there is a yellow square touching it. The box opens when all four corners are yellow. It contains 2 permanent Allowance. If you use the burning glass/torch on the dynamite, it explodes and reveals a distillery.

Chamber of Mirrors
Button doesn't seem seem to impact the functionality of drafting duplicates. Commenters say you have to approach the room from each side, to open up the glass doors. You're rewarded with some resources and some duplicate blueprints to optionally but permanently add to your pool.

Chess Puzzle
King - Office, Throne Room
Queen - Study, Her Ladyship's Chamber
Bishop - Chapel, Rumpus Room, Attic
Pawn - Den, Bedroom, Guest Bedroom, Storeroom, Drawing, Dining, Nursery, Drafting, Bunk Room
Rook - Vault, Conservatory, Nook, Clock Tower
Knight - Observatory, Security
since King and Queen are the most rare and you need all pieces, it's only worth attempting if you have placed one of each of Office/Throne Room AND Study/HerLadyship's Chamber

Sanctum Key
  1. Room 46 Desk - the one you get for free
  2. Reservoir, fully drained
  3. Clock Tower
  4. Safehouse
  5. Music Room
  6. Vault - Deposit Box Key #370 (the other vaults are needed for Sigils inside Sanctum doors)
  7. Throne
  8. Mechanarium
  9. [/list]Once collected, Sanctum Keys need to be taken Underground, across the Gear puzzle, and used on the Sanctum Doors next to the Antechamber lever for Room 46. This has to be done in the run you collect it, or stored in the Coat Check until next time
Laboratory Puzzle // Blackbridge Grotto
There is a metal door on the Private Drive to the right of the Entrance Hall. It receives power lines. What else deals with power?

The boiler room generates power. Once activated, the shaft glow blue and rotates and spins in whatever direction you set it. Some rooms directly adjacent to the boiler room can receive this power. Those rooms can use it themselves but also pass it on to other adjacent rooms, potentially. The 4-way cross Passageway is a great room to direct power from the Boiler Room elsewhere. But where?

The Laboratory requires power to operate the lever puzzle. There is a hint in the Laboratory, near the levers. We need to transcribe the Periodic Table into elements and read their letters. Push 9 then 3.

Blackbridge Grotto contains one Microchip. The other two are buried near the West Bridge (Shovel) and in the Entrance Hall vase (Sledgehammer), if they're lost they will be replaced ontop of the old location. Meaning you only need the tool once, in future runs they'll simply be sitting there ontop of the bridge and in the cracked vase. Other than their intended use, they can be traded at the trading post.

The microchips can also be taken to the Sundial in the Orchard. You need a burning glass/torch, as well as a Sledgehammer. Torch the base of the Sundial. Then rotate the rings to line up the small sections. You can place all three microchips to get access to a satellite link. You get new Laboratory experiments, one of which can remove crates from the Tunnel. You can also create custom packages so you can see your desired cause/effects more often. Do this at the Laboratory terminal, or use your newfound Admin powers to Blackbridge link to the Lab terminal from any other terminal, meaning you can set up experiments at Security now.

The computer also accepts upgrade disks if you can't fit one in your draft, as it's always open.

The admin key is MoorR or ThomK, which you would find from the Laboratory, and the full archive superadmin access is RibbJ or WithP, from Library checkout cards

Due to a bug, duplicating and backing up save data is temporarily disabled by the real life devs. You can still import trophies from one save to another.

Clock Tower Puzzle
TBD
Dare + Curse Mode
TBD
Unsolved questions
8th Red Envelope is missing; I can only find 7.

Address - 14227 Sandy Heights. Not sure what it's for yet

Stone arches visible to right side of house when standing by Main Gate.
69 comentarios
MontroseChloe 28 ABR a las 9:54 a. m. 
Gait = Gate. Gates = Doors. The Doors = Jim Morrison. Jim Morrison was born on Dec 8th. = Study Safe code is 1208. C'mon people this is SIMPLE stuff! anyone can figure it out!
Shodan40 26 ABR a las 10:53 a. m. 
missing study safe combination - 1208
Oafaloaf 25 ABR a las 10:05 a. m. 
GuyYouMetOnline, the Red memo in the Clock puzzle is actually accurate. It's a red memo, so it should be false, but it's Handwritten. Handwritten red memos are still true. I was very confused why it was telling the truth until I had solved it and looked at the memo again.
Mr. Dune Imperium  [autor] 24 ABR a las 5:57 p. m. 
RollinDoobiesUp, (lol) is that where you get the Throne Room blueprint?
GuyYouMetOnline 24 ABR a las 4:30 p. m. 
If it's the western one, it's buried just to the right of the bridge to the outer room.
Pperson25 24 ABR a las 2:03 p. m. 
where the hell is the microchip???
R0llinD00biesup 24 ABR a las 6:11 a. m. 
Anyone know how to get to the 2 notes behind the Orindian Ruins? If you look down behind the cliff you can see them on the ground. One red and one blue I think
GuyYouMetOnline 23 ABR a las 2:33 a. m. 
Is there even an eighth red envelope to find? Alzara says you'll only ever find seven.

Also can you add the Clock Tower puzzle? Especially since one key hint (the red memo claiming they're in ascending order) is bad (they are in ascending order if you go around the room clockwise, so clearly the memo is assuming you're going counterclockwise, but nothing actually tells you this)
jman269 22 ABR a las 2:46 p. m. 
For hall of mirrors, when you access the middle button you can open cabinets in each of the corners which can give you duplicate blueprints (permanently)